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Patch Notes 31/1/2017

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Aurandilaz
Posts: 1896

Re: Patch Notes 31/1/2017

Post#91 » Tue Jan 31, 2017 8:43 pm

Keep Lords wiping whole wbs with 15k crits? :D

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ToXoS
Posts: 671

Re: Patch Notes 31/1/2017

Post#92 » Tue Jan 31, 2017 8:44 pm

wargrimnir wrote:
Stinkyweed wrote:Any thought to removing the target limit of BigBouncin' ? Suicide squig'ing sounds fun!
We have RIDICULOUS plans for melee squig. Soon*
2 weeks?

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Natherul
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Re: Patch Notes 31/1/2017

Post#93 » Tue Jan 31, 2017 8:45 pm

Aurandilaz wrote:Keep Lords wiping whole wbs with 15k crits? :D
Sounds like a bug, we are investigating

sanii
Posts: 193

Re: Patch Notes 31/1/2017

Post#94 » Tue Jan 31, 2017 8:45 pm

wargrimnir wrote:

Azarael

EXPERIMENTAL: Direct-damage area of effect attacks which can hit at least 9 people will now have their damage modified under the following conditions:
  • Hitting an allied player: Damage reduced per allied player hit.
  • Hitting an enemy: Damage increased per enemy hit beyond the 6th.
Damage cannot be reduced below 20%.
Just so i understand this correctly , lets assume i'm a black guard using crimson death in a scenario situation , if i have (for the sake of argument) 3 melee allies with me and we are running in to attack the enemy melee train which consists of similar numbers, will crimson death's damage be reduced by 60% if my allies are in its aoe radius ?

Now Crimson death is a cone ability and might be easier to fiddle around to not 'hit' allies but what about earthshatter(IB) for example ?
<Pxl> <Luewee> <Fhc> and many many more!
[Deep and Dry] - Order
[Dark Omen] - Destruction

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peterthepan3
Posts: 6509

Re: Patch Notes 31/1/2017

Post#95 » Tue Jan 31, 2017 8:46 pm

Noergl wrote:
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...

I do empathise with your concerns re tinkerer engi. Same can be said of Demo magus, but the damage will, potentially, become even greater, provided careful positioning/not blobbing. Definitely interesting, and needs some extensive testing, but ultimately if it dissuades people from zerging it'll be worth the 'loss'.

Also - melee squig ftw!
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Natherul
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Re: Patch Notes 31/1/2017

Post#96 » Tue Jan 31, 2017 8:47 pm

sanii wrote:
wargrimnir wrote:

Azarael

EXPERIMENTAL: Direct-damage area of effect attacks which can hit at least 9 people will now have their damage modified under the following conditions:
  • Hitting an allied player: Damage reduced per allied player hit.
  • Hitting an enemy: Damage increased per enemy hit beyond the 6th.
Damage cannot be reduced below 20%.
Just so i understand this correctly , lets assume i'm a black guard using crimson death in a scenario situation , if i have (for the sake of argument) 3 melee allies with me and we are running in to attack the enemy melee train which consists of similar numbers, will crimson death's damage be reduced by 60% if my allies are in its aoe radius ?

Now Crimson death is a cone ability and might be easier to fiddle around to not 'hit' allies but what about earthshatter(IB) for example ?
Assuming you dont hit more then 6 targets yes. Its all written in the notes...

sanii
Posts: 193

Re: Patch Notes 31/1/2017

Post#97 » Tue Jan 31, 2017 8:57 pm

Natherul wrote: Assuming you dont hit more then 6 targets yes. Its all written in the notes...
I do understand that , the reason why i ask for clarification is that it has some pretty significant balance implication's that aren't related to 'breaking up' zerg fights in particular in scenarios where you usually do not hit more then 6 targets but still have allies around you if you are in any form of a premade . Earthshatter and Crimson death were just examples , Inevitable doom from slayers or magus/engineer dot's from the middle tree(that got recently buffed) in the case of scenarios took a pretty significant hit to their efficiency ( these are just some example's)

Now i would agree that some AoE abilities were very powerful for an AoE ability in single target situation's ( slayer ID which prolly deserves it) but it did also affect the other classes and abilities be it intentionally or not.

Cheers for the attempts to break up the zerg in any way shape or form and make melee more viable in orvr.
<Pxl> <Luewee> <Fhc> and many many more!
[Deep and Dry] - Order
[Dark Omen] - Destruction

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Aurandilaz
Posts: 1896

Re: Patch Notes 31/1/2017

Post#98 » Tue Jan 31, 2017 9:05 pm

It seems the patch changes somehow managed to affect Keep Lord AoE too, as the dmg seems to reach insanely high numbers when hitting bigger masses of concentrated enemy attackers, resulting in dmg between ranges of 9k to 18k from what I read in Chaos Waste region chat. Some others reported 15k aoe dmg crits.

So in case some order is wondering what is happening at the moment in Chaos Wastes... Destro, even with large numbers simply cannot take the keep.

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wiscel
Posts: 487

Re: Patch Notes 31/1/2017

Post#99 » Tue Jan 31, 2017 9:05 pm

I like these changes, they're something Mythic/EA would not have come up with :-)
Nasty - R8X Squig Herder
Mehlindy - R8X Witch Elf
Donavicenta - R8X Sorceress

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wargrimnir
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Re: Patch Notes 31/1/2017

Post#100 » Tue Jan 31, 2017 9:09 pm

Aurandilaz wrote:It seems the patch changes somehow managed to affect Keep Lord AoE too, as the dmg seems to reach insanely high numbers when hitting bigger masses of concentrated enemy attackers, resulting in dmg between ranges of 9k to 18k from what I read in Chaos Waste region chat. Some others reported 15k aoe dmg crits.

So in case some order is wondering what is happening at the moment in Chaos Wastes... Destro, even with large numbers simply cannot take the keep.
Unintended. Keep Lords shouldn't be counting as players.
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