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Changelog 28/10/16

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Jaycub
Posts: 3130

Re: Changelog 28/10/16

Post#61 » Fri Oct 28, 2016 4:33 pm

Awesome patch, most hype in a long time.

>The effect of the Encouraged Aim tactic will no longer apply unless the aura caster is wielding a great weapon.

The trade off here is now, 10% healcrit + more self defense VS only wounds debuff on order... personally I feel like the wounds debuff 2h spec is better atm.

Changing 13 point abilities for WL/Mara was great too, however the change favors WL more just in that choosing between whirling axe and the outgoing healdebuff is something realistically done in the WL meta specs atm.

Changing Magical Infusion/Shrug it off was great as well, combining the old effect with the current, gives it some good utility. But were you able to get the new code or whatever implemented to make it proc more reliably?
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porkstar
Posts: 721

Re: Changelog 28/10/16

Post#62 » Fri Oct 28, 2016 4:35 pm

StormX2 wrote:
th3gatekeeper wrote:
Spoiler:
Tried this: viewtopic.php?f=8&t=17747

People QQd because everyone cares more about crushing PUG groups than making a fun/balanced game for all.

"guard is fine" "L2P"

I guess im just curious, at what point does the game get, where people realize that maybe creating an "organized-only" game probably isnt the best idea, that there should be a healthy balance between content for casual players, who may not have a guild, or may not have a bunch of friends online 24/7, but who want to play SCs and RVR?

Guard is one of the most pivotal abilities in the game, yet is rarely ever used except by a handful of skilled tanks, or in premade groups (both in SC/RVR) and its one of the biggest "gatekeepers" in making this game more accessible to all players.

As a MDPS, you are essentially forced into finding a guild, begging for a "guard bot" otherwise the game really isnt all that fun, hence ALL the comments about this game being so RDPS friendly... Everything stems around guard as being one of the pivotal key roles in MDPS avoidance.

Being a tank, and maining a tank, I would LOVE to see guard adjusted to be more friendly and intuitive to all players. The only solution I have seen proposed by seasoned players is "/tell them how to guard" or "write some guides on the forums". Its frankly a joke.

Id love to see some rework to guard, even if it meant something like guard turning into an "aura" where any party member inside 30 feet split damage with the tank. Or Guard being an "active" ability that is cast providing aoe mitigation rather than damage split, or a myriad of other "versions" where it still fills the SAME role but is more "PUG" friendly and MDPS friendly so a player CAN join a random warband in RVR as a MDPS and expect to be able to be viable without having to beg for guard or out of party heals...

Just my 2 cents from an NA player who has struggled to find active committed players to play with. I know many people disagree, because any deviation from "thats not how it was on LIVE bro" is seen as a threat to their glory days and the ability to re-live what once was....
Most will state that Guard is pretty OP, especially when the range was further than intended. I have no idea what would be the solution, but I too would like to see something different in place. However, adding another OP Aura is just a no go.

I am in the same boat as you, I primarily play a Tank in NA Nights, and I primarily play with my guildies. We are recruiting if interested.

COnfused about one thing though, you seem to be against being "forced" into a guild for a Guard Bot, but seem all for being "Forced" Into a guild for the siege changes.
I'm conflicted. Guard is pretty OP but its the first baby step into coordinated play that a lot of people can't or won't even take. If you take away guard, you level the playing field for derps. Also, thank you for fixing the range.
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Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

bloodi
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Posts: 1725

Re: Changelog 28/10/16

Post#63 » Fri Oct 28, 2016 4:35 pm

Jaycub wrote: But were you able to get the new code or whatever implemented to make it proc more reliably?
The code is from the rp/zealot tactic i bet.

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dur3al
Posts: 251

Re: Changelog 28/10/16

Post#64 » Fri Oct 28, 2016 4:37 pm

coldnegative wrote:
Penril wrote:
coldnegative wrote: So he wanna kill MDPS classes because he doesn't like them? Nice. Crit damage is only thing that keeps MDPS alive.
Heals + Tanks + proper CC + LoS + situational awareness are the things that keep mDPS alive against rDPS. Unfortunately, it seems several people here are talking from a 1v1/PUG perspective.
if dps cannot deal enough damage he's useless in party. esspecially mdps which fights at first line.
with nerfed crit it's better to have dps-tank cause he will survive longer, deal same damage and not so dependent on melee crit
Exactly.

"Heals + Tanks + proper CC + LoS + situational awareness are the things that keep mDPS alive against rDPS."

So you're basically saying what we are saying, in order to mDPS survive he requires full groups, while rDPS doesn't, he just needs Proper CC + situational awareness and he will be fine.

Don't you consider the fact that close to 90% of the dps population is playing a ranged class a huge indication that they are much better risk/reward ration to play currently? Considering 6v6, oRvR, Warband, Scenarios etc.
And when we talk about rDPS being the dominance chosen class, you look at how strong one side is over the other (ranged KDs to name a few).

Seriously yall must be trolling me if you can't see this.
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Penril
Posts: 4441

Re: Changelog 28/10/16

Post#65 » Fri Oct 28, 2016 4:39 pm

Spoiler:
dur3al wrote: I do honestly hope you're not responding for the balancing team - you know, the people actively testing changes/builds/synergy between classes and so on - Or at the vert least discussing and pondering about the changes. I hope there is one at least.
Balance Moderators job is to enforce the Balance Discussion forum rules. Nothing more, nothing less. Storm is not a Balance mod. As for the people actively testing changes... that's all of us. We are all testers in this Alpha (Aza even gave us an .ab ex to test his changes before being fully released).
Spoiler:
coldnegative wrote: if dps cannot deal enough damage he's useless in party. esspecially mdps which fights at first line.
with nerfed crit it's better to have dps-tank cause he will survive longer, deal same damage and not so dependent on melee crit
Prove that a DPS tank deals the same damage as a mDPS with this change. Hint: You won't be able to. Refrain from posts like "Aza wants to kill mDPS". Criticize constructively , or dont criticize at all.


@ninepaces and bloodi: don't turn this into another of your wars.

Penril
Posts: 4441

Re: Changelog 28/10/16

Post#66 » Fri Oct 28, 2016 4:42 pm

dur3al wrote:
Exactly.

"Heals + Tanks + proper CC + LoS + situational awareness are the things that keep mDPS alive against rDPS."

So you're basically saying what we are saying, in order to mDPS survive he requires full groups, while rDPS doesn't, he just needs Proper CC + situational awareness and he will be fine.

Don't you consider the fact that close to 90% of the dps population is playing a ranged class a huge indication that they are much better risk/reward ration to play currently? Considering 6v6, oRvR, Warband, Scenarios etc.
And when we talk about rDPS being the dominance chosen class, you look at how strong one side is over the other (ranged KDs to name a few).

Seriously yall must be trolling me if you can't see this.
Tell you what: I will log on a melee-train premade, you log with several rDPS pugs, and let's see what happens.

rDPS needs a group too. The thing is that they perform much better than mDPS in a PUG vs PUG situation, and that's what most people seem to be complaining about.

Also, where is your source that 90% of the dps population is playing rDPS? You even underlined it and called it a FACT, i'm sure you must have some pretty solid evidence, right?

zak68
Posts: 394

Re: Changelog 28/10/16

Post#67 » Fri Oct 28, 2016 4:45 pm

in T3 are you serious when you force 8 (eight) people to collect resources to upgrade a keep and keep collecting to reach level 3 to finally be able to buy a ram for a keep siege ?

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Akalukz
Posts: 1825

Re: Changelog 28/10/16

Post#68 » Fri Oct 28, 2016 4:47 pm

I think the discussion is 6v6 to ORvR. A premade mele train at a keep is worthless as long as the RDPS are on the wall with heals pug vs premade or no. I think that is what a lot of folks are talking about.

Maybe the game focus is changing. It seems to me the focus is about RvR be the balance is about scenario/6v6 meta. There is a disconnect.
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Stinkyweed
Posts: 467

Re: Changelog 28/10/16

Post#69 » Fri Oct 28, 2016 4:48 pm

porkstar wrote:... but mostly I get killed.
That's where you belong you dirty engiNERD!

:P


Well done with the changes, looking forward to teating the impact later today.
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porkstar
Posts: 721

Re: Changelog 28/10/16

Post#70 » Fri Oct 28, 2016 4:54 pm

Stinkyweed wrote:
porkstar wrote:... but mostly I get killed.
That's where you belong you dirty engiNERD!

:P


Well done with the changes, looking forward to teating the impact later today.
Ha! At least I'm an honorable one. I knew rifleman was op with the buff so I didn't even play it. GreNERDier all the way!
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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