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Author Topic: Patch Notes - 1.109 INC! [Locked]
DakRT  1 star
Posts: 69
Registered: 2005-2-28 05:50:16
The Slam nerf is going to affect much more than just Scouts (even though they are the biggest exploiters of it). No more slam-caster heretics now as well. Hell, wonder if Thanes, Valks, Reavers, etc are going to change specs too. The buff bug is WAY over due, way way over due...wish they fix the heretic group buff since they fixing buffs now. Hell while you're at it, do something about MR on that class FFS.
Zyzyg  1 star
Title: Geniuss Extraordinaire
Posts: 109
Registered: 2002-12-30 23:35:23
Excellent patch notes.
- Slam change is years overdue.
- Wall exploit long overdue also. (They should make it so that you die and are ported to your capital city as well).
- Nice to see some benefit of dual wielding again.

Only thing left, fix evade to work against arrows again.

 

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angryranger  2 stars
Posts: 472
Registered: 2003-3-29 19:17:07
I LOVE THIS:


"* Players who fall through the floor/ground in RvR enabled zones will now take normal falling damage when they hit the ground, potentially killing them. PvE/RvR Death penalties apply and RPs will be awarded normally.

"


Lol. SO they know how to reduce the damage from falling through geometry, but they don't know how to fix the broken geometry? /boggle.
Belkiolle  1 star
Posts: 144
Registered: 2004-1-14 12:02:15
Tarmaniel posted:

Belkiolle posted:

Hate to see the Slam nerf extended to Paladins as well. It's not like they were going to kill anything in that nine second stun.



Solo/smallman Paladin DPS is amongst the highest of melee classes. Remember they have 37% Celerity, most classes are stuck with 17%. Solo Paladins are just going to go 50 2H and side-stun anyway, with 7 Shield for engage.



Only if you skew the results by comparing a 50 2hand paladin with 37% celerity who is exploiting game mechanics to land positionals to another tank with 17% and even then I'm not sure the pally will come out ahead.

Paladins don't kill anything in a 9 second Slam.

 

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Zyzyg  1 star
Title: Geniuss Extraordinaire
Posts: 109
Registered: 2002-12-30 23:35:23
Belkiolle posted:

Paladins don't kill anything in a 9 second Slam.



Then it doesn't matter since they won't miss it right? I mean if they weren't killing anything in 9 seconds anyway.

 

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Docmandu  1 star
Posts: 240
Registered: 2005-7-12 00:54:17
Fail to see what they keep the slam duration on the heavy tanks and not do it the other way round, ie give the hybrids the full duration slam but cut the heavy's one down to 5s.. makes the hybrids have a purpose in a full group and let's face it.. it's the heavies that diss out the most DPS during that slam duration.
Tarmaniel
Posts: 36
Registered: 2010-4-29 16:59:53
Belkiolle posted:

Tarmaniel posted:

Belkiolle posted:

Hate to see the Slam nerf extended to Paladins as well. It's not like they were going to kill anything in that nine second stun.



Solo/smallman Paladin DPS is amongst the highest of melee classes. Remember they have 37% Celerity, most classes are stuck with 17%. Solo Paladins are just going to go 50 2H and side-stun anyway, with 7 Shield for engage.



Only if you skew the results by comparing a 50 2hand paladin with 37% celerity who is exploiting game mechanics to land positionals to another tank with 17% and even then I'm not sure the pally will come out ahead.

Paladins don't kill anything in a 9 second Slam.



Wait, what? Paladins get 37% celerity as a class ability. Other classes don't. So I don't see why it's "skewing" the results to compare a Paladin with 37% Celerity to other classes using 17% charges. And using side-stun is not an exploit, seriously what's wrong with you?
CrzyHawk  2 stars
Posts: 250
Registered: 2002-2-14 07:53:08
Those same classes that could also strafe in an 8 second side stun of their own using shield? Slam is a crutch whose time has long since passed.

 

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Phlei  1 star
Posts: 214
Registered: 2008-12-10 18:38:51
Tarm:

I was making 10k/hour on my Thane starting from RR1 with no exploits. Ranged damage helps but I call BS on the 1k/hour.

I can make 5k/hour on a bad night on my rr3/ml4/cl4 Savage.

 

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Cydoc  4 stars
Title: Final Fantasy Vault SM
Blobfish-dono

Posts: 1,175
Registered: 2008-9-23 19:33:50
Tarmaniel posted:

Wall exploits literally multiplied my RP/hour by ten. Honestly I don't know if I want to play the game without them. Having to go back to 1000 RP/hour at best due to getting squished by the zerg over and over and over again regardless of where you go does not make for a fun game.



So what you are saying is you don't want to have to put in the time and effort like everyone else?


Also, that is an exaggeration, 1k/hr means you are doing it wrong

 

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