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Patch Notes 13/10/17

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Deehorsey
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Re: Patch Notes 13/10/17

Post#21 » Fri Oct 13, 2017 5:58 am

So should I just delete DPS AM then?

Adjusting the damage per tick is a legit change, not a fan of the rest. Honestly who is complaining about DoTs?

The damage is slow, and can be cleansed. Playing vs. destro, dok m2, and cleansing winds is a hard counter to a full rotation. Even playing a class with 4 dots, the time to kill anything is already ineffective (considering initial application doesn't deal damage, and only does anything 3 seconds in). And from a lore perspective, if you're bleeding, you're bleeding. You can't magically block an existing wound.

I'd recommend giving initial DoT application damage, and maybe taper that damage.
As it is designed now, does that mean application and/or ticks will proc offensive skills as well? (IE flames of ruin)


This patch is an enormous buff to already immortal tanks. DPS AM was the only class that could put significant pressure on them. And now? Who's their counter?

Do the devs have some kind of balancing mission statement, or are they simply adjusting abilities 1 at a time that bother them? Have to think larger picture.
Last edited by Deehorsey on Fri Oct 13, 2017 6:21 am, edited 7 times in total.
I can simply lock this thread and you guys will just have to deal with whatever ends up being implemented.

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wargrimnir
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Re: Patch Notes 13/10/17

Post#22 » Fri Oct 13, 2017 6:04 am

Deehorsey wrote:So should I just delete DPS AM then?
What brings you to this conclusion?
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Deehorsey
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Re: Patch Notes 13/10/17

Post#23 » Fri Oct 13, 2017 6:09 am

wargrimnir wrote:
Deehorsey wrote:So should I just delete DPS AM then?
What brings you to this conclusion?
Adding to the post^
I can simply lock this thread and you guys will just have to deal with whatever ends up being implemented.

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wargrimnir
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Re: Patch Notes 13/10/17

Post#24 » Fri Oct 13, 2017 6:31 am

Deehorsey wrote:So should I just delete DPS AM then?

Adjusting the damage per tick is a legit change, not a fan of the rest. Honestly who is complaining about DoTs?

The damage is slow, and can be cleansed. Playing vs. destro, dok m2, and cleansing winds is a hard counter to a full rotation. Even playing a class with 4 dots, the time to kill anything is already ineffective (considering initial application doesn't deal damage, and only does anything 3 seconds in). And from a lore perspective, if you're bleeding, you're bleeding. You can't magically block an existing wound.

I'd recommend giving initial DoT application damage, and maybe taper that damage.
As it is designed now, does that mean application and/or ticks will proc offensive skills as well? (IE flames of ruin)


This patch is an enormous buff to already immortal tanks. DPS AM was the only class that could put significant pressure on them. And now? Who's their counter?

Do the devs have some kind of balancing mission statement, or are they simply adjusting abilities 1 at a time that bother them? Have to think larger picture.
The change to dots is an implementation to match live, one that didn't exist before. We had a rather rudimentary implementation that worked for the most part. The thing you're missing is that each tick of the dot now picks up any debuffs as well, which is a benefit when you consider having dot'd up an enemy, and then landing Mistress of the Marsh which debuffs their resistances and will effectively increase the damage of those dots.

The other part that this also affects is how Taunt and Stealth work, you can no longer load up an enemy with dots and detaunt when they come close, as taking damage will remove the detaunt. Something that has for a very long time been an unfair boon to all RDPS classes that rely on dot damage, then detaunting when an enemy gets close despite all that damage still landing on them.

It's a double edged sword, sure, but there are situations where being able to modify the damage of your dots while they're ticking grants another level of skilled play and rotation choice. If you play your ranged character with appropriate situational awareness, the chances of getting caught by melee is rather slim, and that's something that hasn't changed, but is a stronger requirement.
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szejoza
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Re: Patch Notes 13/10/17

Post#25 » Fri Oct 13, 2017 6:36 am

Precalculated DoTs no longer exist. They are calculated on tick time and recalculated on subsequent ticks for damage values
Does that mean that when slayer/choppa gets dotted while in red and then immidiately exhausts his rage the new ticks will be recalculated and deal normal damage (instead of ignoring 50% of armor/reistance)? :D
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wargrimnir
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Re: Patch Notes 13/10/17

Post#26 » Fri Oct 13, 2017 6:42 am

szejoza wrote:
Precalculated DoTs no longer exist. They are calculated on tick time and recalculated on subsequent ticks for damage values
Does that mean that when slayer/choppa gets dotted while in red and then immidiately exhausts his rage the new ticks will be recalculated and deal normal damage (instead of ignoring 50% of armor/reistance)? :D
Yep.
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szejoza
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Re: Patch Notes 13/10/17

Post#27 » Fri Oct 13, 2017 6:45 am

Guess it closes 8689 then :D
Very nice changes, and no more 24h KV is something that everyone will look up to :D
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Deehorsey
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Re: Patch Notes 13/10/17

Post#28 » Fri Oct 13, 2017 6:48 am

wargrimnir wrote: The thing you're missing is that each tick of the dot now picks up any debuffs as well, which is a benefit when you consider having dot'd up an enemy, and then landing Mistress of the Marsh which debuffs their resistances and will effectively increase the damage of those dots.
Nope, I see that, and that's a fine change. Same as resists buffs/debuffs that come and go. Any DPS AM worth a damn doesn't use marsh as a dps additive.
wargrimnir wrote: The other part that this also affects is how Taunt and Stealth work, you can no longer load up an enemy with dots and detaunt when they come close, as taking damage will remove the detaunt. Something that has for a very long time been an unfair boon to all RDPS classes that rely on dot damage, then detaunting when an enemy gets close despite all that damage still landing on them.
What does this have anything to do with disrupt change? While I Agree this is something needing addressing, what sits in juxtaposition here is now the inability (and immunity) to detaunting a dotted target. But this isn't an issue I'm complaining about.
wargrimnir wrote: It's a double edged sword, sure, but there are situations where being able to modify the damage of your dots while they're ticking grants another level of skilled play and rotation choice. If you play your ranged character with appropriate situational awareness, the chances of getting caught by melee is rather slim, and that's something that hasn't changed, but is a stronger requirement.
Tanks will just respond with hold the line, another buff for them. And now the m1 dodge/disrupt will give damage immunity, thanks for clearing that up.

Tanks are already designed (at this point, seemingly unintentionally) to zone out kiting rDPS. The crux of my complaint here is there is no counter for shield tanks.
Last edited by Deehorsey on Fri Oct 13, 2017 6:59 am, edited 1 time in total.
I can simply lock this thread and you guys will just have to deal with whatever ends up being implemented.

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ArtiRo
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Re: Patch Notes 13/10/17

Post#29 » Fri Oct 13, 2017 6:49 am

Effects on Dot's on my RP need to be tested before i'm happy with it or not, Cool down on Harbinger of Doom/Rune of breaking doesn't seem to fit now. Have to try that too.
But keep up the good work.

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Aurandilaz
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Re: Patch Notes 13/10/17

Post#30 » Fri Oct 13, 2017 6:50 am

RIP Sorc Ice Spike ranged bombing.
Well, we at least we still got our Infernal Wave and the awesome synergy it has with Choppas, that should be able to maintain the balance and prevent BW's with Flashfire and instacast 80feet Fiery Blasts from becoming way better than Sorcs at ranged bombing. :)
Oh wait, you took it away. :D

tbh I don't mind, just keep the nerf bats coming, eventually my Sorc will be equally good viable to the WB composition as my WE :cool:

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