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Patch Notes 1/12/2017

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SpacestarKid
Posts: 134

Re: Patch Notes 1/12/2017

Post#51 » Sat Dec 02, 2017 5:54 pm

Natherul
- Player loot / money will no no longer go to the killing blow, but instead go to the player/group that did the most damage to the player
What about a warband? Doesn't it mean that loot goes to strongest group and others will not participate in roll?
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Collateral
Posts: 1494

Re: Patch Notes 1/12/2017

Post#52 » Sat Dec 02, 2017 5:55 pm

SpacestarKid wrote:
Natherul
- Player loot / money will no no longer go to the killing blow, but instead go to the player/group that did the most damage to the player
What about a warband? Doesn't it mean that loot goes to strongest group and others will not participate in roll?
Yes that's exactly what it means, as far as my english goes :P

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wargrimnir
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Re: Patch Notes 1/12/2017

Post#53 » Sat Dec 02, 2017 5:56 pm

SpacestarKid wrote:
Natherul
- Player loot / money will no no longer go to the killing blow, but instead go to the player/group that did the most damage to the player
What about a warband? Doesn't it mean that loot goes to strongest group?
Next time something drops in a warband, turn on your loot rolls and see if it's rolling for 6 people or 24 people.
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Collateral
Posts: 1494

Re: Patch Notes 1/12/2017

Post#54 » Sat Dec 02, 2017 6:00 pm

wargrimnir wrote:
SpacestarKid wrote:
Natherul
- Player loot / money will no no longer go to the killing blow, but instead go to the player/group that did the most damage to the player
What about a warband? Doesn't it mean that loot goes to strongest group?
Next time something drops in a warband, turn on your loot rolls and see if it's rolling for 6 people or 24 people.
Could this ever be changed tho? Could you make the loot roll for 24+ people, or is it something hardcoded?

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Aurandilaz
Posts: 1896

Re: Patch Notes 1/12/2017

Post#55 » Sat Dec 02, 2017 6:10 pm

Having loot shared between the whole warband would be awesome, but I'm somewhat sure its still only between the party, since warband is still just a combination of 4 parties mixed together into one unit frame.

freshour
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Re: Patch Notes 1/12/2017

Post#56 » Sat Dec 02, 2017 6:34 pm

Specialpatrol wrote:
By the looks of it, Destruction now has the upper hand in the snaring department - especially if you count in the aoe snare proc from DoKs.
So to my knowledge after testing this quite a lot. The way the ICD works is you can only hit 1 player with 1 attack (direct damage so not dots) and it doesn't matter if it is AOE or not.

So I hit player X with an ability. 20% chance to proc the covenant and snare them. If I hit 5 people with an AOE ability - I can only proc the snare on 1 player.

So basically one player can only proc it on one person per GCD regardless of it was AOE or not. Sure if 2-3 people are AOE'ing in enough GCD's they could have several people snared at 20%..... (which is absolutely nothing since you are snared by the knight permanently)

If it was a 30-35% snare, with the current system it would make sense, and I'd be on your side that destro has the upper hand. But since it has been stated that the ICD will never be removed. I think people either need to play DoK and see how bad it is before they comment/talk about it. Or just not comment on it at all. Reason being that a lot of people will read what is said on the forums and take it at face value rather than actually see if it is good or not. I assure you that the Covenant of Celerity is not OP, it is not amazing, heck it isn't even good. It is just better than Covenant of Vitality since it also got the ICD and DPS classes cannot proc the heal on more than 1 target per GCD so you run COV just to have some utility with your covenants at all.

I hope that helps clear it up from the perspective of someone who has played DoK quite a bit.

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Skullgrin
Posts: 855

Re: Patch Notes 1/12/2017

Post#57 » Sat Dec 02, 2017 7:36 pm

I really would like to hear the reasoning behind the Discordant Fluctuation nerf, as it is the only real defense Chosen has against ranged casters. After playing a bit after the patch last night it seemed to proc at less than half the rate it was before, making casters that are being healed effectively invulnerable to the aura.

Here is the text of the auras description -
The power of the Warp fluctuates violently around you and your allies within 100 feet. Enemies that dare to use offensive magical abilities against a groupmate in this radius will be hit with a magical backlash, causing them X spirit damage.
The description of the aura makes no mention of it being triggered by damage, only that enemy caster takes damage for the act of casting an offensive spell.

I'm guessing that the nerf was applied due to the fact that some fireclowns were killing themselves during sieges by attacking Chosen from up on the walls and thinking themselves immune to being damaged, however I would think this would be a learn to play issue and not deserving of this reduction of the auras usability...
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anarchypark
Posts: 2085

Re: Patch Notes 1/12/2017

Post#58 » Sat Dec 02, 2017 8:51 pm

covenn wrote:
Collateral wrote: All I can say for now is that it was very annoying when we were getting leeched by soloers/groups of players who knew what they were doing
Well currently, everyone but healers can solo and leach. The only thing that has changed is healers can't solo, cant help other people outside of group, help other grouped people, or heal random people because it earns them nothing. I am not supporting 'leaching', I am shooting for equal rewards.

Let's say you and I are running back to our respective warbands/groups and get jumped by 4 people. I kite around like a mad man and heal my ass off to keep you alive while you kill everyone. You walk away with 4000k+ renown, 3 conqs, 1 soldier, and 2 pieces of loot. I walk away with nothing for my efforts UNLESS you had killed someone prior to respawning in which case I will get a few token ticks of renown, no medallions, and no loot.

Who exactly is the leach here?

According to devs in a different thread, rather than healing you ...I am supposed to let you die and try to kill them myself. Yah, really.
in your story,
walk away was answer if you play only for rewards.
cuz there is no way u getting rewards in that scenario.

i can see your point that reward is too small for healers.
i also agree that dps oriented reward system is bad.
but that's how it is in this old game.
they might need entire new system to fix it.

this patch didn't touch source of problem.
it fixed only kill steal. small step.
no need to go all against it.
and kill steal was dps thing. did u look for KB as healer?
that's really not effective way to farm.

i recommend premade play for fastest medal/seal farming.
now kill steal is stopped, more reason to group up.
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KikkL
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Posts: 263

Re: Patch Notes 1/12/2017

Post#59 » Sun Dec 03, 2017 7:34 am

covenn wrote:No more loot or conq medallions in RvR unless you are a DPS toon unless there is a warband -and- you are in an optimally performing group. Just played a bit to check it out. There were no open warbands or groups. No conq medallions across multiple fights healing and none doing damage.... on my healing class. lmao

(yea of course i could create a warband and throw all the dps into my group thus screwing everyone else that joins... or go and completely gear out to do optimal dps and no heals)


Not sure what to say. What I thought so far seems correct and progression is all but at a halt except when all the stars align. I will keep playing and give it a shot though, and hopefully get a warband where someone is fair with the groups.
Though I havnt experimented with it, realized long ago just healing does nothing for you. If you roam solo as a pure healer, you get no credit for healing. Its all related to DPS.
To get any kind of reward it is based on damage not healing, supporting someone who kills someone through dps even though you kept them alive does nothing.
As a healer you have to be in a wb to get rewards, now it seems you also need to be in the group that did the most dmg to be part of the reward.

Im not complaining, thats just how it seems.. I could be totally wrong.

KikkL
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Posts: 263

Re: Patch Notes 1/12/2017

Post#60 » Sun Dec 03, 2017 7:50 am

So this was all changed to prevent solo players coming in and take credit for kill on DB?
I havnt experienced any problems with loots on my toons other than with healers always being at the bottom, new loot system puts them more at bottom? What about highly def tanks who do little damage they are almost in same boat as heals?

It just bothers me how everything just seems to be about damage in the game.

If you are a wb leader and put a strong team of 40s together now if they out perform everyone else in the wb, they will effectively be getting all of the loot as well?
Maybe Im misunderstood how this works or why it was changed. Why not just eliminate loot rolls on DB if thats what you were trying to solve?
You have isolated every 'weak' player in the game who actually needs the gear rather than the top 5% group who outperform everyone and not needing the loot as much.

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