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Topic:
Patch Notes - 1.109 INC! [Locked] |
Vladasa Posts: 305
Registered: 2009-4-1 09:21:12
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Date Posted:
1/1/00 12:02am
Subject:
Patch Notes - 1.109 INC! |
Anyone else notice the stealth love here? Why does it seem every couple patches assassins get better; even though they already kings of the game. I feel for any Hunter/Ranger, because they are literally only going to evade 2-10% of all assassin incoming blows now. The DW love should have been for anything above Studded/Reinforced; would have definitely been quite a bit more balanced.
I honestly don't think that Scout population will take a huge of a hit. There are so few and rare solo scouts that play the game left; for them I don't think the 1 second difference in a strafe stun will hurt that badly. For the millions of sheep scouts... I mean, the game stays the same, hang out with your half group-group of buddies and quickly finish off all solos that run by =o).
The warlock notes sadden me, already really non-versatile or used in groups; they are losing a ton of group-ability with this patch.
Skald changes were unnecessary. It's already almost impossible to kill a skald solo on any type of caster, now it will be exponentially harder; this will also change the entire dynamic of group RvR.
I'm also quite worried about the silent Thane nerf. For reavers; in my opinion there's nothing to complain about, if you are a decent player; it will be easy to side strafe the 8second stun, then you're already to the side of a player. You might actually be able to get an additional style off even. Thanes again can strafe the side stun; but it puts you in an awkward movement configuration. Every second lost trying to make distance is the deciding factor of a fight. S/S Valks will probably be lower in numbers (not a huge deal, Valks are already pretty underplayed; and spear has always been my favorite route).
Decent patch overall though; I'm glad Mythic is really starting to address concerns about the game. Definitely the right step forward... now if only major MMO names would launch every couple months so that these cats could do this more often =oD.
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Davolica, Fru Norsewoman Warlock. AMO Officer
Hayziis, Bantiarna Lurikeen Mentalist. GM Aes Dana
Macrina, Phoenix Knight Briton Cleric.
http://www.boandterri.net/winlok%20guide.pdf <-- My Warlock Guide
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Vladasa Posts: 305
Registered: 2009-4-1 09:21:12
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Date Posted:
1/1/00 12:02am
Subject:
Patch Notes - 1.109 INC! |
Vokyl_of_Hawkswick posted:
.... my two cents.. I have been playing my paladin as a hybrid spec for 10 years, it seems to me a little bit ridiculous to nerf something that has been in the game for that long , especially for a toon that people see as not being a threat anyway . It is really sad , I would really like to know what their logic is in this , considering they let armsman have the full stun and not a paladin. To have it on paladin you have to give up part of your dps that you gain from 2h , I run 34 slash , 42 shield , 45 chant , and 34 2h ,4 parry. The very least they could do is fix the bug to have our af chant coexist with the cleric spec af , that wouldn't be to bad of a trade off , but to take 4 seconds off of our slam , without giving something back ,seems like a huge nerf to a toon that didnt need any nerf.
Guess it may be time to go back to full 2h for a while ..
Legitimate question, not attempting to be a smart-ass, trying to get a reaction out of you, or anything... How much AF you need a Pally? =o)
I honestly don't think Pally's needed anything, it's a VERY strong class; just means you can't spam 1 button unless you want 5 seconds of stun only. Just means people who have been playing the 1-2 button patterns the entire time will have to start working reaction stuns or strafe stuns; really not a huge deal imho.
Plus going 2H it's pretty easy to hit the side chain 9second stun; I used it a ton when I played my pally; not a major lose that warrants additional paladin love.
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Davolica, Fru Norsewoman Warlock. AMO Officer
Hayziis, Bantiarna Lurikeen Mentalist. GM Aes Dana
Macrina, Phoenix Knight Briton Cleric.
http://www.boandterri.net/winlok%20guide.pdf <-- My Warlock Guide
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Keypek Posts: 47
Registered: 2006-9-12 08:45:41
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Date Posted:
1/1/00 12:02am
Subject:
Patch Notes - 1.109 INC! |
Vokyl_of_Hawkswick posted:
.... my two cents.. I have been playing my paladin as a hybrid spec for 10 years, it seems to me a little bit ridiculous to nerf something that has been in the game for that long , especially for a toon that people see as not being a threat anyway . It is really sad , I would really like to know what their logic is in this , considering they let armsman have the full stun and not a paladin. To have it on paladin you have to give up part of your dps that you gain from 2h , I run 34 slash , 42 shield , 45 chant , and 34 2h ,4 parry. The very least they could do is fix the bug to have our af chant coexist with the cleric spec af , that wouldn't be to bad of a trade off , but to take 4 seconds off of our slam , without giving something back ,seems like a huge nerf to a toon that didnt need any nerf.
Guess it may be time to go back to full 2h for a while ..
You have a good point. Nerfing slam at this juncture of the game seems kind of dumb. Imo, (and this would obviously take a lot more thought on their part then their budget allows) if they are going to nerf slam for hybrid toons like that then they need to do away with the 2hand spec all together and let Paladins just spec into slash/crush/thrust and be able to use one and two handers imo.
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SWTOR: ICE Breaker
altoholic
Rift, Aion, STO, Warhammer, UO: Retired
DAOC: 12L0+ RRs of various daoc junk retired
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ArcApt Posts: 52
Registered: 2006-2-15 16:57:37
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Date Posted:
1/1/00 12:02am
Subject:
Patch Notes - 1.109 INC! |
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Same as Vladasa i tend to believe this is a patch geared towards stealther which happens to greatly impact group players in the end.
I do believe that the slam nerf was something needed, as slam was one if not the most powerful CC in this game, imho, especially since the melee stun immunity have been adjusted.
I don't agree with the form of the nerf though. I'd prefer if they adjusted the slam duration depending on the shield size, or if they made the utility from shield spec increase more gradually: for example having some 5s stun somewhere between 25 and 35spec and an 8~9s stun at 50spec.
This would manage what Mythic looks to be aiming for, which seems to be melee-weak hybrids as opposed to strong pure melee archetypes.
If they keep it the way this 1.109a version initiates, i sincerely hope that those group hybrids whose slam duration is essential to their gameplay(in essence anything but heavy tanks and tics) get due compensation.
Then there's the problem of the nerf to merc/BM shield swappers. What is a group merc/BM nowadays? Essentially a berserker having lesser base damage, lesser style damage, less favorable group context(not as easily available DA/celerity, esp. BMs) with the same style utility, BUT they may(and should) spec for slam and deal with an inadequate interface for that purpose.
They are already inferior overall, and with the new slam not providing any sensible advantage anymore, what comparative advantage do these classes retain?
I hope the guys at Mythic have thought about these collaterals.
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Date Posted:
1/1/00 12:02am
Subject:
Patch Notes - 1.109 INC! |
username posted:
it seems to me a little bit ridiculous to nerf something that has been in the game for that long
True, but it has been in fashion for ages. Back then, it took EVEN LONGER for us EU people to get the patches.
For instance, the LA nerf mayhem. Berserkers were (if not "THE"  dmg monstrosities and they were like that for a heck of a long time - and then boom, nerf to the ground - although that mileage may vary for many people of that time.
Anyways, delayed nerfs to things that have been as they were for years is something you´ll see more than often. Especially in MMORPGs :/
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DaoC, WoW (retired, inactive); WAR (semi active), EVE (active)
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Meticode Title: Bane of VNBoards
Posts: 6
Registered: 2005-4-6 05:42:14
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Date Posted:
1/1/00 12:03am
Subject:
Patch Notes - 1.109 INC! |
I don't play, but I felt they should've left Slam alone. It's been in the game for so long already. The defensive penetration is fine.
The shield nerf makes some unique classes worthless to spec it now. There's pretty much no reason to have a Shieldmaster or Shield Mercenary any longer.
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Date Posted:
1/1/00 12:03am
Subject:
Patch Notes - 1.109 INC! |
cgx_ziggleo posted:
I would like to also add my vote for removing baseline stun for hib.
This comes from a player who has been Hib for 9 years.
Mind you I think it should be removed from game completely, which would mean Cleric and Healer stuns.
Aye. Although I must say I´ve been a Mid through and through - but I suppose a Pac Healer stun is just as annoying.
Last year when I returned, I played as a Warrior and my buddy as a Valk.
In PVP, we FREQUENTLY bumped with a bard+hibcaster duo (think it was eldritch). Hard to say they were using radar but that doesn´t matter.
What was annoying was the "you can´t win" factor. Granted, our classes aren´t really made for the job so I guess that makes our success futile, but baseline stuns need to go. Even with all the defensive RAs, they always had SOS to get away xD.
Whatever, stuns have always been an annoyance for ages - in just about any game.
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DaoC, WoW (retired, inactive); WAR (semi active), EVE (active)
"  e'know, com'on! Giimmeee di Ke$$$HHHHHH!"
http://www.youtube.com/watch?v=OADJl-CVDo0
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Windwalkr Title: Camelot Vault Staff
Senior Mentor
Posts: 180
Registered: 2002-7-26 11:47:42
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Date Posted:
1/1/00 12:03am
Subject:
Patch Notes - 1.109 INC! |
^ No offense, but that was akin to bringing a knife to a gun fight!
You can't balance around the fact that some combos work better then others, and especially in a given situation. I bet cramped inside a tower or Lab that duo wouldn't have liked you two too much.
In the open field bring a Skald and I think you'd do OK, especially now that Skald RR5 owns CC.
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DAoC Research Wiki: http://tinyurl.com/35564tf
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Ttilkku Posts: 6
Registered: 2010-4-21 10:47:33
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Date Posted:
1/1/00 12:03am
Subject:
Patch Notes - 1.109 INC! |
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If you look at the recent patches it looks like the programmer(s) is only allowed to change very limited things.
Numerical values of things and very little programming.
Nothing that could break the code.
Not blaming the coders but producer(s).
My point here is that we really can't expect any big changes to actual game mechanics, classes etc.
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Phlei Posts: 214
Registered: 2008-12-10 18:38:51
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Date Posted:
1/1/00 12:03am
Subject:
Patch Notes - 1.109 INC! |
Ttilkku posted:
If you look at the recent patches it looks like the programmer(s) is only allowed to change very limited things.
Numerical values of things and very little programming.
Nothing that could break the code.
Not blaming the coders but producer(s).
My point here is that we really can't expect any big changes to actual game mechanics, classes etc.
They broke enough stuff with this patch, lol.
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DAoC - inactive.
VN'ing - active.
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