Recent Topics

Ads

Patch Notes 13/1/2017

Forum rules
Before posting on this forum, be sure to read the Terms of Use
Coma
Posts: 167

Re: Patch Notes 13/1/2017

Post#31 » Sat Jan 13, 2018 12:47 pm

dansari wrote:
Akilinus wrote:
dansari wrote:
Does this make it different from the Mara pull now, or the same?
There is no minimum range on mara pull but I dont see why you ever would want to channel a pull when you got someone in melee range
For the exact same reason WL do it? For 5+ seconds of free hitting a target. Plenty of Maras do this, it's not just a WL thing.
while I do think that it is resonable to apply the minimum range to mara pull as well... we should also remebr that:

TE require 2 second cast time vs instant cast of fetch, this mean that unlike WL mara chaining kd+te result in the KD being spent casting te so there is no 7-8 second of beating a disabled target (obviously other people can attack the target in your place... but it is still less effective that the same tattic employed by a wl)

TE is considered a spell while fetch is a melee attack, this mean that TE check for disrupt... with mara low int and 0 dirupt striketrough compared to wl high str and parry striketrough... + as vs parry check fetch outomatically bypass defense if the lion place itself behind the target... resulting in auto fetch of fleeng target while TE can still be dirupted even if you give the mara your back. The result of this difference in defense check is that a WL chaining fetch after KD could move behind the target during the KD and have the fetch auot hit.... but for mara his position does'nt affect the chance of TE being resisted


TLDR: KD+TE combo is a lot less effective that KD+Fetch combo.... still there is really no reason to not add a minimum range to TE... just like I see no reason for not changing TE classification from spell to melee attack (or make disrupt strikestrough for TE being based on STR at least)

Ads
dansari
Posts: 2524

Re: Patch Notes 13/1/2017

Post#32 » Sat Jan 13, 2018 12:49 pm

zumos2 wrote:WL and Mara pull are not the same. Mara requires you to channel for two seconds, where Fetch from WL is instant cast. So you get more value out of using it in melee range on WL.
I don't disagree, my point is that it is used in the same way in group settings, where Mara pull + kd shows your back to a melee train for 5+ seconds.
<Salt Factory>

User avatar
Nekkma
Posts: 771

Re: Patch Notes 13/1/2017

Post#33 » Sat Jan 13, 2018 12:55 pm

rmpl wrote:
Nekkma wrote:
dansari wrote:
For the exact same reason WL do it? For 5+ seconds of free hitting a target. Plenty of Maras do this, it's not just a WL thing.
Haven't played order in ages but is the animation the same? Seeing as you get knocked up in the air with fetch but mara is more of a straight line. Great change anyhow, melee fetched acted more or less as another knockdown just after getting up from the first knockdown...

If it is the same with terrible embrace, i.e. second knockdown, it should be changed for sure.
Image
Perhaps read what I wrote. I objected to pulls functioning as a second knock down, thus bypassing immunity. If that is the case, and I don't know this as I haven't played order in ages, it is reasonable to prevent maras doing this as well.
Nekkma / Hjortron
Zatakk
Smultron

User avatar
zumos2
Posts: 441

Re: Patch Notes 13/1/2017

Post#34 » Sat Jan 13, 2018 12:56 pm

dansari wrote:
zumos2 wrote:WL and Mara pull are not the same. Mara requires you to channel for two seconds, where Fetch from WL is instant cast. So you get more value out of using it in melee range on WL.
I don't disagree, my point is that it is used in the same way in group settings, where Mara pull + kd shows your back to a melee train for 5+ seconds.
Used in the same way, but slightly less effective. Also in comparison Champion's Challenge puts your back to the melee train for 9 seconds, so the 2 seconds the pull gives isn't that long.
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

User avatar
Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/1/2017

Post#35 » Sat Jan 13, 2018 1:00 pm

Nekkma wrote:No, always. I have been cultivating for 40 minutes while playing and I get refunded the seeds every craft
Any chance for several screens with detailed explanation? I just test it on my local server and don't see any weird behavior.

This fix is supposed to just give you seeds back when you log in after logout or crash, that's it.
Image

User avatar
Nekkma
Posts: 771

Re: Patch Notes 13/1/2017

Post#36 » Sat Jan 13, 2018 1:03 pm

Hargrim wrote:
Nekkma wrote:No, always. I have been cultivating for 40 minutes while playing and I get refunded the seeds every craft
Any chance for several screens with detailed explanation? I just test it on my local server and don't see any weird behavior.

This fix is supposed to just give you seeds back when you log in after logout or crash, that's it.
I did scenarios for about 1 hour. Started with stacks of 40 and ended up with 38 och each stack after the full hour so sometimes I clearly did not get the seeds back. Perhaps it has something to do with zoning in and out of scenarios. Will test again and see if I can reproduce it somehow.
Nekkma / Hjortron
Zatakk
Smultron

User avatar
Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/1/2017

Post#37 » Sat Jan 13, 2018 1:08 pm

Nekkma wrote:
Hargrim wrote:
Nekkma wrote:No, always. I have been cultivating for 40 minutes while playing and I get refunded the seeds every craft
Any chance for several screens with detailed explanation? I just test it on my local server and don't see any weird behavior.

This fix is supposed to just give you seeds back when you log in after logout or crash, that's it.
I did scenarios for about 1 hour. Started with stacks of 40 and ended up with 38 och each stack after the full hour so sometimes I clearly did not get the seeds back. Perhaps it has something to do with zoning in and out of scenarios. Will test again and see if I can reproduce it somehow.
Can you check if you get some kind of message in the log about recovering seeds after unfortunate event?
Image

User avatar
Hargrim
Former Staff
Posts: 2465

Re: Patch Notes 13/1/2017

Post#38 » Sat Jan 13, 2018 1:17 pm

snot wrote:The command to change pet name is /petname? I just tried this and I got a message I am not allowed cause I lost this privilege
Works for me for account without GM rights so this sounds like you lost your privileges already because GM rename :).

Can someone other confirm? Preferably nonstaff member?
Image

Ads
User avatar
Nekkma
Posts: 771

Re: Patch Notes 13/1/2017

Post#39 » Sat Jan 13, 2018 1:18 pm

Just did a scenario and i get refunded seeds when zoning in and out of scenario. Got seeds refunded while changing zone with book and flighmaster but only once each culitvating cycle. Took some screens but don't have any account to upload them. Should be easy to test and can send screens to you if you need.
Nekkma / Hjortron
Zatakk
Smultron

User avatar
Wam
Posts: 807

Re: Patch Notes 13/1/2017

Post#40 » Sat Jan 13, 2018 1:19 pm

Hargrim
- If level difference inside party is more than 5 nobody will get any XP from killing NPCs.

This feel's a bit excessive change to already grindy leveling system... with pretty much all the ways to "power level" already being neutered from what they used to be awhile ago...

someone cynical might think you are trying to funnel people from pve to level in orvr :D

I don't disagree completely with you don't want lvl 40 and lvl 1 to team so much...

but a lvl 26 and 20 and 22... should be able to team without being punished? they are in the same bracket for SC's... ORVR but not for PVE... I feel the number is a bit harsh on newbies / random world encounters/PQ's where the population isn't overkill as it is, so makes it a bit more limited gameplay

Teaming should be encouraged for pq's? I think 7 level difference is a more flexible number, I am pretty relaxed would say 9 (31-40 is T4 if sc pops are bad no pve inbetween) but i know you would probally think that is way too excessive even though its pretty much same bracket in most tiers...

I've seen good tanks and good healers out perform players who are over 5 levels ahead of them in public quests for t4... and now they won't be able to team properly :)

Change doesn't effect me much i got enough 40's already... and if i really wanted another would of used dbl xp event... but for newbies makes pve a bit more complicated imo...

T1 is pretty good example I see generally a lot of mid/higher level in their bracket hang around pq's in chaos mixed with a few lower/mid levels of the same bracket... now their teaming is hindered and new players not very likely to be up to date with patches so prepare advice channel for I'm not getting xp message's (yesterday I rode through nordland on lvl 15 magus, some guys was struggling to kill a hero, lvl 11 chosen was doing good tanking him... I stopped to help them, team was pretty spread from 7-13 before I joined... now under new system that team would have to split for xp gain... and compete vs each other instead of co operate like they was) just my two cents
Wamizzle Guild Leader [TUP]
Wamizzle Guild Leader [The Unlikely Plan]

Who is online

Users browsing this forum: Ozur and 2 guests