Re: Patch Notes 11/07/2024
Posted: Thu Jul 11, 2024 8:36 pm
RIP SC's rofl.
You were already terrible, now you are worse.
You were already terrible, now you are worse.
Agree, unfortunate indeed. I love Warhammer and this server was fun for a long time. Now it truly feels like a playground controlled by the few and for the few. Perhaps someday I hope this will all change but until then I hope they have funHugatsaga wrote: Thu Jul 11, 2024 2:48 pmYes agree as well. SC guards in scenarios where they existed prevented premade/stronger team from farming pugs/weaker team relentlessly and were also occasional comeback mechanic and with them gone scenarios are even more snowball-ey & unfair. Oh well at least leaving scenarios is still legal (for now).Alubert wrote: Thu Jul 11, 2024 1:09 pm100% agreeGaramore wrote: Thu Jul 11, 2024 9:14 am I like the 10 second change but the other changes of removing guards and the existing barriers are just catering to people who want to farm people till they quit. The old way on the live server of no barriers and active guards meant that if you were out matched there was a chance to do something and it forced the winners to do the objectives. Now it will be stay in spawn, get quitter, log off, quit RoR for most puggies. It’s clear people don’t want matched fights from the spectacular ranked 6v6 failure that less than 5% play. Why push scens in that direction.![]()
This will probably get deleted but fact of the matter is that there is certain dev + guild leader of the said dev duo who have been campaigning this for long time. Unfortunately these kind of things can happen in private servers: few people in position of power can make the game worse for everyone else and they will as long as they get to have fun.
First of all, thanks for such a polite and detailed answer, u rock!leftayparxoun wrote: Thu Jul 11, 2024 6:37 pmThanks for the answer and no worries about the formatting.Yogen82 wrote: Thu Jul 11, 2024 3:03 pm Are u for real?
Everything is faster than the WL's pet, even using Training Speed. You spend 1 tactic slot for nothing. Sometime ago the pet had adecuate speed, but seems destros don't like to get pulled while abusing the OP Mara pull and suddenly the lion has turtle speed.
The loner tactic grants both characters (WL & SH) 25% more of damage when without pet, but WL CAN'T summon pet if he wants, so he looses a lot of skills that MAYBE the player wants to use; in the other hand the SH CAN summon his pet and use the skills that need it if he wants (sprint, heal, etc.).
It's just not fair, same bonus but order character can't summon his pet but destro character can.
And in the Balance patch they change the ratio of generating resource, but still is unfair by concept. IB MUST be hit to generate, BG generates if hit and when he hits. Simply unfair again.
Basic mechanics common to both realms should work equally.
(Sorry for the wrong quote, not used to forums
I went and tested some stuff to make sure about the stuff I write now:
WL pet base speed is the same as a player. It can be boosted in two ways that don't stack with each other.
The first one is the 50% Charge! that the WL has (7 s duration 30 s cd).
The second one is the Speed Training tactic, also for 50% speed bonus on pet, but permanently.
50% bonus speed is equal to the bonus enemies get while a) under Charge! (if mdps) b) Using the lvl 16 mounts or c) being under the Sov Speed bonus.
Pet should be perfectly able to catch any non-mounted enemy, even if they are fleeing. If you observe the opposite then you might have found a bug.
The second point you raise is fair, however when going beyond the tactic itself I can probably make a guess as to why that is:
Currently WL has a 1 s cast on the Pet summon that is able to be performed on the move. SH on the other hand has a 2 s cast that requires them to be stationary. So this can be potentially considered to be the tradeoff. I personally wouldn't be opposed to seeing the WL have that exception removed from Loner tactic but with the tactic itself adding harsher pet spawn requirements (longer casttime, stationary requirement).
Finally. For the BG vs IB differences. First let's examine the differences exactly:
- When hit: IB --> 5 Grudges vs BG -->10-5-3 Hate (0-29 Hatred; 30-59 Hatred; 60-100 Hatred)
- When hitting: IB --> 0 Grudges vs BG --> 5 Hate
- When Oathfriend/Darkprotector gets hit: IB --> 10-5-3 Grudge (0-29 Grudges; 30-59 Grudges; 60-100 Grudges) vs BG --> 5 Hate
As is evident the BG has an extra source of resource generation when hitting. However, in terms of reliability I would say that:
ally being hit > hitting >> getting hit
So IB having the stronger generation being on the most reliable/frequent source of generation somewhat offsets his lacking of on-hit generation.
Not only that, but IB has also stronger ability and tactic options of resource generation compared to BG:
IB abilities: Runick Shield (on getting hit by Sorcs/Maguses/Shamies, +15 per hit), Shield Sweep (on hit, up to +50)
BG abilities: None Shall Pass (on getting hit, +5 on block), Enraged Beating (on hit, +10/crit)
IB tactics: Rising Anger (on hit, +5 every hit), Dwarven Reposte (on getting hit, +30 on parry)
BG tactics: Thirst for Death (on hit, +10 per crit), Simmering Anger (on getting hit, +10 on being crit) and (while they are not resource gain related, they help on resource management) Efficient Slaughter (-5 Hate cost on all abilities needing Hate) and Monstrous Ruin (-10 Hate cost on Monstrous rending, the ''spammable'' AOE)
Overall, I'd say that for wb tank builds the IB has the edge over BG when it comes to resource generation, while BG shines more in small scale and in 2H builds where they can play around crit.
Tyrodan wrote: Fri Jul 12, 2024 7:53 am The scenario change could prove to be one of the most catastrophic patches of the server's history. Looking at current behaviour the vast majority of players will not continuously jump into the meatgrinder just not to get flagged as afk.
How many of the people that get booted from the sc and end up with a quitter will be "Oh well, gonna wait 10 mins before trying again" and how many will just log off? I can only speak for myself but I will certainly be part of the latter group.
A couple of days ago I read a spot on post by someone here, basically saying: if you cater to the wishes of the s-tier sweatlords you're not gonna end up with an amazing server, but with a ghost-town of maybe two dozen toxic people.