If I hit 9 destros with a Gunblast.
I get +45%. As I'm 3 targets above 6 targets.
If I'm a slayer with Wild Swing the cap is raised from 9 to 48. And then he is pulled in the Zerg and hit 24 destros. So he has a plus on 270%. 18 * 15%.
Correct?
Sounds about right as long as Gunblast does not hit any allies
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:33 pm
by Sigimund
It will probably cancel out a lot of the time. For every extra enemy giving you a bonus there will be some random from your own side standing in the way.
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:35 pm
by Marsares
Spoiler:
Penril wrote:
Marsares wrote:
Correct. However, standing behind the MDPS frontline as a tank, whilst peddling backwards and spamming HtL makes so much sense, right? Also makes for playing a tank a very engaging play-style... oh wait, let me face away from all the action and make me feel like I'm not participating for the whole evening.
Right, because you would be participating SO MUCH MORE if you were just spamming HtL in front of your ally instead of at his side or rear.
Geez... You guys are just looking for excuses, ANY excuse, to rant about this patch without even testing it for a few hours.
I am not looking for excuses. YOU are looking for excuses to rant at people for raising legitimate concerns.
I'm saying that this has been really badly thought out from a tank point of view. The same issue was raised late last year - I believe by Peterthepan but I may be wrong - when friendly fire was discussed and it was left unaddressed. Now the same issue crops up again.
Peddling backward and not looking at the enemy whilst spamming HtL is not participative, no matter how much spin you wish to put on it. Yes, I guess it's fun watching a football game with my back turned towards the field.
As always, I'm happy to give it a spin but I can see how the gaming experience for a tank will be significantly worse off.
Test the new system for a few hours before you use the HtL argument again - Penril
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:38 pm
by Dalgrimar
Like Althi says i cant wait my self to try a 6man in RvR and fight outnumbered.
There wasnt much reason to do this before.
Looks like a change in the right direction.
Now only to hope not to much zergers whine so it wont be reverted.
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:40 pm
by Tesq
why base aoe nerf and not a M2 moral nerf :/
also encourage slayer/choppa to use base aoe instead spec rage tactic and use their base aoe build feel wrong, oh well..... let's test it out.
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:41 pm
by Noergl
peterthepan3 wrote:Sorry, that 'playstyle' comment wasn't aimed at you mate
Then i misunderstood you, my apologies.
Being anoying as tinkerer is my favorite thing for sure, and the ideas you mentioned i already use. But i still think the mostly mediocre damage i can dish out will be reduced even more. Sure ist not my main purpose, even not my 2nd one, but i still think the intention of these changes hit tinkerer hard... without being the problem for the aoe problematic in the first place.
And finding none of my tree skills in the exception list i just dont get it, thats all. I will experiment...
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:42 pm
by Stinkyweed
Any thought to removing the target limit of BigBouncin' ? Suicide squig'ing sounds fun!
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:42 pm
by wargrimnir
Hitting an allied player: Damage reduced per allied player hit.
Hitting an enemy: Damage increased per enemy hit beyond the 6th.
Ergo, if you are tanking in front of your MDPS and they hit you, their damage is slightly reduced. If they hit 7 players and you, it is normalized. If they hit 7+ players, it is increased. Positioning is rather important. They're also not damned to standing behind the tank, just pop forward while you're not in immediate danger, stand behind the HtL to defend yourself as needed. Move around a little bit and stay aware that hitting your allies reduces your damage. Applies to melee, ranged, allies AND enemies. Hard to call it a nerf to any particular faction or playstyle unless you're really pushing an angle.
Also, what Penril was referring to was that standing there and using HtL in any configuration isn't exactly 'engaging' gameplay. Stand there, point your butt cone of disrupt at allies. Shake it back and forth a bit.
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:42 pm
by Jaycub
Dalgrimar wrote:Like Althi says i cant wait my self to try a 6man in RvR and fight outnumbered.
There wasnt much reason to do this before.
Looks like a change in the right direction.
Now only to hope not to much zergers whine so it wont be reverted.
IDK Sorc/BW centric keep D 6 mans were raking in 200+ kills sometimes. Now it's gonna be even more.
As for roaming or melee centric 6 mans, those usually rely on ST damage... and AoE from zerg is really a non factor it's just the sheer amount of usually RDPS that becomes impossible to heal through.. you lose just 1 person and its over.
Re: Patch Notes 31/1/2017
Posted: Tue Jan 31, 2017 8:43 pm
by wargrimnir
Stinkyweed wrote:Any thought to removing the target limit of BigBouncin' ? Suicide squig'ing sounds fun!