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AdamG Mythic Developer
Mythic Developer




1.   [1.3] Marauder Patch Note Preview 05-14-2009 01:27 PM
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Greetings,

 

As many of you are aware, WAR's 1.3 patch is rapidly approaching! Before we open up the Public Test Server and release the patch notes, we wanted to sit down with each career's community and give them a rough idea of what to expect from 1.3.

 

Patch 1.3's major balance changes focus on the balancing of direct damage vs. area-of-effect abilities.   All careers should expect to see AoE effectiveness reduced across the board. This reduction can come in a change to damage/healing, AP cost, or effect radius, and will vary from ability to ability.

 

MDPS careers will gain some additional focus in 1.3, revolving around the relationship between direct damage, situational damage, and area-of-effect damage. While many of the more potent AoE abilities have been reduced, many of the situational damage and direct damage abilities have been improved. This should greatly improve the MDPS careers' ability to rapidly overcome a single target when they set themselves up properly.

 

Marauders continue to be the focus of adjustments based on overall DPS output and utility. Below is a list of some of the items included in 1.3.

 

  • Bonus damage from Strength will now have a much greater effect on abilities with high base damage, but a reduced effect on abilities with low base damage.

 

  • Gift of Brutality, Monstrosity, and Savagery will all gain specialty bonuses that will help the marauder excel in different situations.

 

  • Numerous abilities in the Savagery and Brutality Mastery Paths have had their effects improved to better encourage use of these specialties.

 

  • Numerous positional and situational abilities have had their effects greatly increased.

 

  • We have adjusted or improved the effect of some underused Tactics, such as Rend Asunder.

 

  • "Barb" abilities will now once again gain a small amount of bonus damage from stats.

 

Marauders will also see a number of AoE adjustments including, but not limited to, the following:

 

  • Many AoE abilities have had their effective radius reduced, returning their radius to pre-1.2.1 patch values.

 

  • A number of conical-area-of-effect melee abilities have been adjusted to a new standard melee CAoE. Range has been reduced but the arc of effect has been greatly increased. This will allow the character to more easily lash out at nearby targets without granting the career excessive range.

 

  • A number of AoE abilities have been reduced in effectiveness through reductions in damage, or increase in AP cost/cooldown.

 

Finally, we are investigating the following items that will potentially be added into 1.3 during the PTS phase, or in a patch soon after

 

  • Allowing mutations to summon more appropriate weapons for the offhand based on player level and current main hand weapon.

 

  • Minor ability shuffles between Mastery Paths to better define the role of each path. For example, moving Thunderous Blow to a direct-effect line in exchange for an AoE ability from Brutality or Savagery.

 

  • Further adjustments to which abilities are restricted based on specific "Gifts."

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Cadan
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2.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 01:48 PM
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Marauders are going to be trucks, thank you much ahahahahaah.  this is great.  Im very happy, and its obvious you listened to the community.
 
HajpaH
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3.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 01:54 PM
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Sounds great Adam, realy looking forward to have some more singel target dps insted of demo spam and the change to the mutation arm is a change I been waiting for along time.

 

Good job, looking forward to test it.

 
Groovebot
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4.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 01:55 PM
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<- cautiously optimistic.

 

It all depends on the final changes, and whether Mythic has effectively assigned us a unique role in battle. 

 

With the introduction of Choppa, and their ability to output v. high single target DPS, I'm not convinced the changes outlined will be enough.

 

Wait and see I suppose!


 

Groovebot - Marauder / Badlands
Medbot - Zealot/ Badlands
 
noohasf
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5.   Re: [1.3] Marauder Patch Note Preview   [ Edited ] 05-14-2009 02:01 PM
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Gift of Brutality, Monstrosity, and Savagery will all gain specialty bonuses that will help the marauder excel in different situations

 

wonder what speciality bonuses would be?

 

The AE changes sound sorta bleh, i guess we are going to be trading one tree for another.  But we'll wait and see i suppose. 

 

I am defintely stoked to see the proposed changes and detail !

 

 

 

Message Edited by noohasf on 05-14-2009 02:02 PM
 
WAR Oracle Ghostal
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6.   Re: [1.3] Marauder Patch Note Preview   [ Edited ] 05-14-2009 02:09 PM
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Are you going to address the utility issues of core abilities being left out in tree's like brutality? What is our role going to be, and where are we supposed to fit in with other MDPS. In terms of tweaking AOE's, thats a slippery slope, Demolition really had range, but not very much power if you included the tactic for the range.  What is your opinion on our AOE's and the reasons behind the reduced range and changes.
Message Edited by Ghostal on 05-14-2009 02:11 PM

 

Can You See Under My Thumb? There You Are.
 
Cadan
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7.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:10 PM
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AoE is being adjusted across the board, so its not like they are just making demo spam useless... its being changed i think for all classes (as it should).  Demo spam takes no skill at all, with these changes people will actually have to play their class for once.

 

Let actual player skill shine through, please.  

 
WAR Oracle Ghostal
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8.   Re: [1.3] Marauder Patch Note Preview   [ Edited ] 05-14-2009 02:13 PM
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I don't understand tweaking of postionals, we only have one that is impale.  Also is it possible we could summon a 2-handed mutation?
Message Edited by Ghostal on 05-14-2009 02:16 PM

 

Can You See Under My Thumb? There You Are.
 
Gunnolf
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9.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:16 PM
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Thanks, Adam!

 

I'm cautiously optimistic about these changes.


 

Account Canceled due to developer incompetence
 
Zero Hoki
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10.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:22 PM
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Hey Adam!

 

With the changing of Terrible Embrace from 10s cooldown to 30s cooldown, and with aoe knockback causing players to be immune to it, would you ever consider making it undefendable attack?

 

I am not level 40 so I am not familiar with it's resist rates, but some players are reporting that it is often resisted.

 

Also about Terrible Embrace, I don't know if it can be cast on players that are immune to it's effects, but if it can be, have you ever considered making it not fire on immune players?

 

I rolled marauder because of Terrible Embrace, its the class defining ability as far as MDPS are concerned.

The changes sound great, I am very interested to see what goodies the savagery line has in store. :smileyvery-happy: 

 
kainsec
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11.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:32 PM
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My god my alt is crying tears of joy. Though I will reserve my hopes until we get a more complete version of the notes but so far it looks like a large step in the right direction.
 

Common sense, so goddamn rare it should be a superpower
 
Macdiesel
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12.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:33 PM
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get in line, and re-sign

 

http://www.grapheine.com/bombaytv/movie-uk-f537d940cc4223fe6965edd075bb2fcd.html

 
WAR Oracle Ghostal
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13.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 02:46 PM
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Marauders are getting buffed, unfortunately so are WH's and BW's.  We're going to be in the same position as we are now.  Just everyone is going to be doing more damage now.
 

Can You See Under My Thumb? There You Are.
 
ReZDoGG
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14.   Re: [1.3] Marauder Patch Note Preview   [ Edited ] 05-14-2009 02:58 PM
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Some changes sound good, some bad, such as reducing dmg for AoE skills (Demolition, Wave of Mutilation, Concussive Jolt, Wrecking Ball), those 4 skills I use alot...  Increasing AP cost sounds like something I wouldn't want at all, without Subvert Strength, you often find yourself without AP.   Marauders are supposed of be a good AoE dmg class, why reduce it?  I mean, none of their skills are overpowered at all.

I really hope this doesn't mess with my current build, I finally found one that works pretty good... hopefully I can still continue to use Wave of Mutilation, Thunderous Blow and Concussive Jolt with all Mutations.   That would suck if they made some of those skills require a mutation.  I dunno, I guess we will see.  Hope for the best.  It is about time we get some loving, for once.




Marauders will also see a number of AoE adjustments including, but not limited to, the following:



Many AoE abilities have had their effective radius reduced, returning their radius to pre-1.2.1 patch values.


A number of conical-area-of-effect melee abilities have been adjusted to a new standard melee CAoE. Range has been reduced but the arc of effect has been greatly increased. This will allow the character to more easily lash out at nearby targets without granting the career excessive range.


A number of AoE abilities have been reduced in effectiveness through reductions in damage, or increase in AP cost/cooldown.


So far, these changes here for Monstrosity and other AoE skills sounds like a horrible change. Not good for marauders at all.
Message Edited by ReZDoGG on 05-14-2009 03:04 PM

 

Rezdogg - Marauder (40/RR 80)
Shamunn - Shaman (40/RR 38)
Nativ - Black Orc (40/RR 39)
Nativreign -Sorcerer (40/RR 45)
Nativaxx - Choppa (40/RR 18)
Nativchief - Black Guard(40/RR 20)
 
Klev
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15.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 03:34 PM
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AoE is being reduced across the board on all classes.
 

Klev - R74 Marauder
Kwib - R6x Shaman
Aeowen/Frolic/Murf
 
WAR Oracle Munahif
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16.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 05:01 PM
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AdamG wrote:

 

  • Bonus damage from Strength will now have a much greater effect on abilities with high base damage, but a reduced effect on abilities with low base damage.

 

  • Numerous positional and situational abilities have had their effects greatly increased.

When 1.3 makes it to live PTS, you guys will see just how crazy these two are; its AWESOME.


 

40/65+ Engineer, Volkmar
40/45+ Marauder, Badlands


Munahif, making short crappy movies since CE launch
 
Dergo
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17.   Re: [1.3] Marauder Patch Note Preview   [ Edited ] 05-14-2009 05:05 PM
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My responses are in dark blue.

 


AdamG wrote:
<snip>

 

MDPS careers will gain some additional focus in 1.3, revolving around the relationship between direct damage, situational damage, and area-of-effect damage. While many of the more potent AoE abilities have been reduced, many of the situational damage and direct damage abilities have been improved. This should greatly improve the MDPS careers' ability to rapidly overcome a single target when they set themselves up properly. (Emphasis Mine)

 

 Adam, how would you define "properly"?   My understanding and seemingly that of many other marauders, is that MDPS classes need enough offensive "umph" to both a.) outdamage (ie, do more damage in a fixed amount of time than) tanks and b.) outdamage DPS healers and c.) outdamage a RDPS once we close to melee range.  Currently, Marauders can do none of these things. What does Mythic define as a "proper" way to bring down a foe?  Maybe a clearer definition of what we're supposed to be doing would help, since everything else we've tried has made us the laughingstock of all Destro classes.

 

Marauders continue to be the focus of adjustments based on overall DPS output and utility. Below is a list of some of the items included in 1.3.

 

  • Bonus damage from Strength will now have a much greater effect on abilities with high base damage, but a reduced effect on abilities with low base damage.  So you're fixing Impale?  Cuz that would be GREAT!

 

  • Gift of Brutality, Monstrosity, and Savagery will all gain specialty bonuses that will help the marauder excel in different situations.  A unique shtick that makes us more than 30s pullbots would be GREAT!

<snip>

 

  • Numerous positional and situational abilities have had their effects greatly increased. So you're fixing Impale???  Cuz that would be GREAT! Especially if it added a 5 second silence on a 10 second cooldown.  We could actually kill a healer!

 

  • We have adjusted or improved the effect of some underused Tactics, such as Rend Asunder.   Some?  Ok, ok, it's a start I'll grant you that and we appreciate it.  But just FYI- we really only use about 5-6 of our tactics.

 

  • "Barb" abilities will now once again gain a small amount of bonus damage from stats.   So you're un-nerfing us?  Great!

 

Marauders will also see a number of AoE adjustments including, but not limited to, the following:

 

<snip>  These changes are welcome and needed.  I was never satisfied being a demo spammer but it seemed to be the only thing that actually allowed us to be semi-useful in RvR. 

 

Finally, we are investigating the following items that will potentially be added into 1.3 during the PTS phase, or in a patch soon after

 

  • Allowing mutations to summon more appropriate weapons for the offhand based on player level and current main hand weapon.  OH PLEASE OH PLEASE OH PLEASE OH PLEASE OH PLEASE!!!!!!!!!!

 

  • Minor ability shuffles between Mastery Paths to better define the role of each path. For example, moving Thunderous Blow to a direct-effect line in exchange for an AoE ability from Brutality or Savagery.  So the abilities will make sense for the trees they're in now?  Great!

 

  • Further adjustments to which abilities are restricted based on specific "Gifts."  At last!  At long last!

Final thoughts, briefly:

 

 I wanted to be the guy who ran straight over my opponent's face and tore him to shreds while taking massive amounts of punishment.  That's what I thought of when I laid on eyes on the marauder in the original trailer and that's what I signed up for.  

 

I want to be able to switch mutations based on my opponent and the situation on the field, not whether or not I'm doing PvE or RvR.  My tactics should switch with me, just like my hotbars already do.  I should want to change mutations because the abilities with that mutaiton are obviously the ones I need.

 

I want to be able to annihilate a squishy.  Barring differences in skill level:  If I'm MDPS and you're RDPS, and I get to you, you should lose.   If I ambush you, you should lose.  That's the price you pay for having ranged attacks.  The fact that RDPS has the same damage output as MDPS but can do it AT RANGE is absolute horses***!    How is this even a point of contention?

 

I want some kind of enhanced CC immunity for MDPS classes only.  That's all.

Message Edited by Dergo on 05-14-2009 05:06 PM

 

Mythic, you have until 1.21 to fix Marauders or I'm quitting.
UPDATE: Patch notes read. Unsubbed. Last day: 4/17
 
Dergo
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18.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 05:14 PM
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Munahif wrote:

AdamG wrote:

 

  • Bonus damage from Strength will now have a much greater effect on abilities with high base damage, but a reduced effect on abilities with low base damage.

 

  • Numerous positional and situational abilities have had their effects greatly increased.

When 1.3 makes it to live PTS, you guys will see just how crazy these two are; its AWESOME.


If that's true, I'll resub when the PTS goes live again.


 

Mythic, you have until 1.21 to fix Marauders or I'm quitting.
UPDATE: Patch notes read. Unsubbed. Last day: 4/17
 
WAR Oracle Ghostal
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19.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 05:21 PM
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Problem with that statement is that it's happening to all MDPS classes and all RDPS classes with those stat buffs.  Everyone is gonna be dead alot quicker.
 

Can You See Under My Thumb? There You Are.
 
Slaneesh
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20.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 05:41 PM
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Sorry Adam but I am going to have to say if the AoE changes for the marauder go through, I am going to quit this game.  Marauders still don't stand a chance going into the front lines.  On my server I have created so many enemies that I am automatically targeted and focus fired.  I need two healers spamming me to keep me up.  I go in harass/kill a few people then sprint out.  Being AoE specked allows me to do that and survive.  Unless you have made major changes to resistances and toughness bonuses or have given us more armor then we as a class will be come completely useless.  I don't care how good your gear is or how many healers you have if a full group of people focus fire the only visible melee dps they are going to get nuked every time.

 

I do like the changes you are putting in place and I am glad you are putting forth the effort but as broken as this class is the AoE speck really doesn't need to be changed.  If anything the aoe needs to be buffed a little.  I am very disappointed in these proposed changes.  Please reconsider because I have  little faith that this class will be functional in open rvr.

 
Slaneesh
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21.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 06:02 PM
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Cadan wrote:

AoE is being adjusted across the board, so its not like they are just making demo spam useless... Its being changed I think for all classes (as it should).  Demo spam takes no skill at all, with these changes people will actually have to play their class for once.

 

Let actual player skill shine through, please.  


 

Cadan I don't want this to sound like I am bashing you so please don't take offense. 

 

You are completely wrong  with your analysis of demo spam.  There are some many more skills in the monstro tree then just demolition.  This AoE speck allows a marauder to put pressure on multiple players at the same time.  In turn this allows the other ranged and melee dps to focus on one individual.  It makes the healers have to choose either themselves or their buddies.  You put in a chopper, a marauder and a sorc together you can pretty much take out full groups.  The proposed changes to AoE will completely limit this class.  Look at it from this point of view, we have armor but it means nothing against dots, for our gear we have to socket wounds and strength instead of weapon skill or toughness because the stats on our gear are horrible, with resistance changes we still don't stand a chance getting up close to the healers in open RVR.   

 

As for skill I go into every SC and I average 200k per sc with 11-15 killing blows with or without healers.  Outside in rvr my little death squad of 5 people can take on anywhere from 10-15 people depending on their group makeup, we have actually wiped a full warband once.  Skill is relative and numbers really don't mean much but with what I do with a broken toon is skill in its self.  The changes to aoe make us meat shields once again.

 

I am not looking forward to the aoe changes,  I hope they have improved everything else so much that we can insta gib a healer because after that we are crispy critters. 

 
Dripsy
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22.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 06:07 PM
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Some of this looks pretty effin' amazing. Perhaps the Marauder will play as I envisioned him when I rolled him, and I'll feel as though I'm actually contributing to my group's success.

 

If this is as promising as it seems, I take back my melancholy comments about Mythic being oblivious to class balance needing to come before new content. 

 

 

Like the father in Dirty Dancing, "when I'm wrong I say I'm wrong."  [/obscure reference]

 
Cadan
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23.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 06:10 PM
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Slaneesh wrote:

Cadan wrote:

AoE is being adjusted across the board, so its not like they are just making demo spam useless... Its being changed I think for all classes (as it should).  Demo spam takes no skill at all, with these changes people will actually have to play their class for once.

 

Let actual player skill shine through, please.  


 

Cadan I don't want this to sound like I am bashing you so please don't take offense. 

 

You are completely wrong  with your analysis of demo spam.  There are some many more skills in the monstro tree then just demolition.  This AoE speck allows a marauder to put pressure on multiple players at the same time.  In turn this allows the other ranged and melee dps to focus on one individual.  It makes the healers have to choose either themselves or their buddies.  You put in a chopper, a marauder and a sorc together you can pretty much take out full groups.  The proposed changes to AoE will completely limit this class.  Look at it from this point of view, we have armor but it means nothing against dots, for our gear we have to socket wounds and strength instead of weapon skill or toughness because the stats on our gear are horrible, with resistance changes we still don't stand a chance getting up close to the healers in open RVR.   

 

As for skill I go into every SC and I average 200k per sc with 11-15 killing blows with or without healers.  Outside in rvr my little death squad of 5 people can take on anywhere from 10-15 people depending on their group makeup, we have actually wiped a full warband once.  Skill is relative and numbers really don't mean much but with what I do with a broken toon is skill in its self.  The changes to aoe make us meat shields once again.

 

I am not looking forward to the aoe changes,  I hope they have improved everything else so much that we can insta gib a healer because after that we are crispy critters. 


I dont take any offense and I agree with you. I just prefer small scale skirmish or gank groups to ORVR.  If i did alot more orvr i would have to spec monstro, but i just dont enjoy it.  But I just think its hard to show any sort of player skill in ORVR with monstro spec... thats just my opinion.  nothing you have said is wrong, it is just a difference of opinion.

 

I am not going to lie, i just hate monstrosity spec, and I am sure my bias come through in my posts.

 

 

 
Vulse
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24.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 06:42 PM
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There is one thing they need to add to this patch for it to work well for us IMO.

Many times, the reason I use demo is because, now that TE is on a 30 second timer, it's the only way I can continue to assault many targets. With almost every target having more CC than I have ways to get around it, at quicker cool-downs, range quickly becomes the marauder's only option.

Something needs to be done about it, or the reduction in range is going to hurt regardless of the boost in single target damage.
 
grothia
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25.   Re: [1.3] Marauder Patch Note Preview 05-14-2009 07:05 PM
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Sounds pretty neat. Though I guess I'll have to get used to targeting people again. Demo spam was just sooo easy. The only thing I wonder is will this possible reduction to the range of our demolition effect our tactic that increases its range.

 

THANK YOU MYTHIC!!!


 

"With each kill I grow wiser, and with added wisdom I grow stronger." —Artemis Entreri
 
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