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AdamG Mythic Developer
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1.   [1.3] Black Orc Patch Note Preview 05-14-2009 05:02 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.

 

Tank careers are, by far, the least affected by the AoE /direct-damage changes in 1.3. This is because the vast majority of tank abilities are not AoE and do not have high base damage value.  Because of the limited changes to tank abilities, we will be releasing the majority of their adjustments during the 1.3 PTS and not with the initial launch of the PTS server.

 

Black Orcs will 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.

 

Below is a list of changes that are currently pending for version 1.3, but will be updated to PTS after the initial launch of the test server.

 

  • 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.

 

  • A few abilities have had the duration of the secondary effects extended, such as Savin' Me Hide and We'z Bigger.

 

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

 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Sym
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2.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 05:17 PM
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Thats nice, the added abilities to savin' me hide and others were too short in duration to be effective
 
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3.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 05:19 PM
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Ehhh, no changes regarding how useless we are in RvR with a SnB.  Only one spell in the entire Da' Toughest tree is actually useful for RvR and Da' Boss is seriously lacking in everything and has a 13pt ability that doesn't even work.  Down Ya Go! needs to work with 1handers and Brawler survivability isn't addressed.  Our morale abilities are still the worst.  Not good.
 
Gorgutz
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4.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 05:20 PM
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I was waiting very anxiously for the last 2 hours and all we got that seems somewhat useful is • A few abilities have had the duration of the secondary effects extended, such as Savin' Me Hide and We'z Bigger. And then all my excitement was gone… None of the issues from black ocr united was addressed. I mean come on… I thought when I see the skill Savin’ Me Hide and We’z Bigger was about these 2 skills are stackable with bellow/buff etc. but an extended duration?…. I will guess the extension at most is 5 sec?  :/
 
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5.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 05:21 PM
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Does this mean that Big Swing will be reduced back to the almost useless range it was pre 1.2.1? Because If so then we just got nerfed even harder with no real buffs at all.  The buff to We'ze Bigger is useless since no one uses it and it doesn't stack with our other 2 armor buffs. *sigh*
 

--Nanobyte--
--After World--Destruction of Order
 
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6.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-14-2009 05:45 PM
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Wow! Just "wow" is all I can say. Guess you need to play an elf to get this guy to look at your 'real" issues.
Message Edited by Xusia on 05-14-2009 05:47 PM
Message Edited by Xusia on 05-14-2009 05:51 PM
 
Gorgutz
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7.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 06:02 PM
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No nano, I don’t think so? The only change we got from 1.2.1 was the tooltip for rock’ard. Don’t think the radius of Big Swing was changed in 1.2.1. I think it was changed in 1.2 or I might be wrong.
 
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8.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 06:03 PM
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Returning Big Swing to the previous crippled range will hurt, depending on how the melee CAoE change works. Between the pitiful range and lag, the old ability barely ever hit if the enemy had half a clue and was moving. At the worst, it'll free up the mastery point since Big Brawlin' won't be worth taking anymore. 

 

Increasing the secondary effects is nice, since the abilities were already on individual cooldowns and limited by the plan mechanic. I hope that includes Not in da face! too. Someone already mentioned that We'z Bigger doesn't stack with self armor buffs or the DoK party buff.

 

Can't really comment on the global stat contribution change until we see the numbers. 

 

And if we're looking at AOE this patch, can we get WAAAAAAAGH! fixed?


 

WAAAAAAAGH! has a 5s cooldown Wrath of Hoeth has never had a cd?
Order can loot and scavenge squig and demon pets. Lions and turrets have no loot/scavenge tables?
 
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9.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 06:33 PM
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All I can say is this better not be all....

 
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10.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-14-2009 06:45 PM
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Dokthraka wrote:

All I can say is this better not be all....


 

 

I hate to be a negative nancy, but this kind of "half patch" is usually how Mythic rolls.

 

They'll do an across-the-board nerf to AE, and render all our AE abilities useless in the process.  Then they'll let us languish in a broken state for 6 more months until they remember "oh yeah, we originally extended the radius of melee AE because otherwise it doesn't work with our laggy network code" - then they'll move us back to exactly as we are now and call it a buff. 

 

Your best bet is to pick two classes that are essentially oposites and just bounce between them.  A Shaman is looking pretty good right now.  And I expect the new fotm shaman will get the nerf bat about the time they get around to making tanks actually playable in PvP. 

Message Edited by tlaloc on 05-14-2009 06:47 PM

 

Tlaloc - Black Orc
 
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11.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 07:06 PM
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Dokthraka wrote:

All I can say is this better not be all....


Agreed.  They already drove away most Back Orcs in the last few patches and they do nothing of remote significance to keep the remaining ones around.  I had a post removed earlier for "trolling" because I mentioned that our Morales and War Bellows are useless.  Probably didn't help that I pointed out no Mythic employees ever post in the Black Orc forum.  Although, to their defense one person did post about the Sentinel helm graphic change a while back.  My subscription has been hanging by a thread for quite a while under the assumption that they would fix us in 1.3.  But apprently that's not going to happen so I doubt I'll be around much longer since there is no reason to pay for something that's broken.

 
omar316
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12.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 07:30 PM
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Hi AdamG,

 

Thanks for posting this thread to give us hope as a Black Orc yet. Any change to cc(nerfs in particular) is good news for us. Though I have a few questions to pose to you since I'm sorry, I'm just plain lazy to find the patch notes.

 

1) "The Bonus damage from Strength will have a much greater effect..."

What doest his actually mean? If I crit it will crit for a higer value, or will my 3rd builder abilities now all get better strength contributions?

 

2)When you said a few abilities had their durations increased, is it only limited to Saving Me Hide and We'z bigger?

 

3) Also are you a representative to deal with the Black Orc career? Or You're here to just give general changes?

 

4) If you are a representative, I would like to ask one last question, I don't think Black Orc players need to have other classes brought down to fit them, though in this patch it is to fix AoE to Healing ratio which is an awesome thing but different altogether, but how Black Orcs would like to be upscaled to other classes. We lack good CC, and most of our abilities have been kinda on the short end. Compared to say an Iron Breaker, or a Sword Master, even a Knight. In either power to utility, survivability, or CC listed in order to the tanks mentioned. Have you had time to read the linked thread AdamG - "Black Orcs unite!"?

 

Thank you for your time to post this thread. Much appreciated that Mythic has assigned people to post once something comes out. And don't mind those posts of doom or you're not doing your job crap. People tend to lash out when frustrated. I think its just that we love the Black Orc Mythic gave us and hate you guys again for taking it from us. 

 

Thanks again. Hope to have some kind of reply soon. Thank you.

 

 


 

Big Red Machine

Shariff Willgankufoo
 
tlaloc
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13.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-14-2009 07:50 PM
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On the likely chance that my earlier post will be baleted as trolling, here's some constructive feedback...

!!! DEVS DON'T FORGET !!!
Melee AE radii were increased during the last patch because the game's network code and latency render these abilities unusable in ironically the exact situations they were designed for.


Because of the Black Orc's Plan design, this reduction in AE dmg and radius particularly enrages me.  And I'll explain why.

Take a look at the abilities in our "Best Plan" below.  Notice anything interesting?  That's right, we have exactly ONE base spammable decent damage ability - and it's AE.  And to top it off, this ability requires a pancaking 2H.  The other spammable Best Plan ability is Waaagh, at the top of the Boss tree.

The plan mechanic has punitively long cooldowns on all abilities that have greater than medium damage.  The ONLY higher damage Best Plan abilities are Mastery abilities with 20 second cooldowns.

Apart from rendering tactics like "Bring 'Em On" completely useless (devs go ahead and check your logs on how many people use that tactic), this means that our only source of continuous damage in Da Best Plan is through "Da Big Un" or "Waaagh" - BOTH of which are AE and will be nerfed this patch.

And Waaagh doesn't even function correctly.  It's the damn slogan for the game and it has NEVER worked correctly.
 
 

*** "Best Plan" Abilities ***

 

ability target dmg cooldown

 

Baseline:

 

Skull Thumper Single low none

Savin Me Hide Single low none

Da Big Un (2h) AE med none

Shut yer Face Single high 20 sec

 

Mastery:

 

T'ree Hit Combo Single high 20 sec

Down Ya Go Single high 20 sec

Not in Da Face Single low 20 sec

Waaagh AE med 5 sec (essential none)

 

Message Edited by tlaloc on 05-14-2009 08:28 PM

 

Tlaloc - Black Orc
 
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14.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 08:23 PM
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So what you're saying is that we're being nerfed again? Do you not understand how awful this class is since 1.2?

 

Here's a newsflash. Our damage in general is terrible. Our AOE damage is worse than terrible. Ok? It doesn't need to be nerfed. If anything it needs to be improved. Here, let me show you what I mean. Here are ALL of our AOE abilities.

 

Da Big Un - Requires a Two hander. Is conical. Does about 260 delve fully specced...wow. Moves along the ground at a snails pace often resulting in missing targets all together...dude they can out run it! Ok?! The only nice thing is the range...which you're gonna reduce from the sounds of things. NEXT

 

Big Slash - Oh boy! Full specced it's delve is 187! YES! If you put a tactic in there, it will go up significantly to about 520. Ok...thats more like it. Yes it has a 10 second cool down and sure, requires a tactic slot that we don't have, but look at that damage! Oh...it's a knockback. An AOE knockback.So it will send your target, and everyone elses target out of range. So it's completely useless as a damage skill.

 

WAAAAAAAGH! - My personal favourite, because it's named after the sound I make every time a patch goes by and it's not fixed. The debuff on this doesn't work. I don't think it's ever worked for that matter. It has a cooldown for now reason, and does the same damage as Da Bigun, which is in the same line, and has no cooldown and some how magically does more damage. This thing will crit for a whopping 600 if you are extremely lucky. But normally it hits for around 150 -250. Certainly worth all the spec points for all those self loathers out there.

 

Big Swing - Last but not least, we have Big Swing. Now, I won't even talk about this skill without including the tactic because on it's own it's worthless. That said, it's not a bad skill, even though the disorient might as well be removed for all the impact it has. But lets talk about damage because apparently you're going to reduce it. Fully specced, 150 delve.

 

Look. I know it's early and nothing is written in stone. I also noticed that you are looking to increase stat contribution for high damage attacks... not sure which of our attacks is considered that but any increase is ok with me. But right now, the last thing this class needs is a damage reduction of ANY kind. The damage we do should be going up, not down. OR, and I'd prefer this personally, our survivibility should be going up and you can do whatever you like to the damage.

 

Ok I'll say it. Fix Da Toughest.

 

Please.

 


 

THROB THROB - War Priest of THROB - Gorfang
It's Problemo Magnifico - Witch Hunter - Gorfang
Stinkeyez THROB - Black Orc - Badlands
 
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15.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 08:50 PM
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Nifty. So my already underpowered AoE will be nerfed? SUH-WEEEEET.

 

 

Goodbye Boss/WAAAAGH build, hello whatever Mythic pidgeonholes us into next!


 

When Grozznik says "It's peanut butter jelly time!", every gosh-diddly-darn person in the Northern Hemisphere sits down and has a peanut-butter and jelly sandwich.
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16.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 09:20 PM
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Looks like we got nerfed again, besides some of our secondary abilities duration being increased, wooo hooo! No morale changes, no making down ya go usable with a 1h, no fixing waaaagh, nope just more garbage.

 
omar316
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17.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-14-2009 10:16 PM
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Guys guys, come on. I know the frustration. I've been there too. Every time some nub comes up to me and says I should play like a tank, spec like a tank, and do this and do that in RvR/oRvR/Scenarios - I feel like punching him in the face. We all know the defects of this class, and what has become of it. Yet we still strive on as a Black Orc because we are just plain stupid and and ridiculously biased and love our BOs. At least I am that way. If some one feels at all that the BOs are crap, please feel free to go the way of Baba - get a Choppa. I sincerely would like to appeal to the community to keep this thread and "Black Orcs unite" clean and a way to post some kind of class feedback. We know the mods read. We just need some kind of feedback once in a while to know they acknowledge. If the thread's derailed once again by negativity - it won't help us in anyway. Btw that was a nice chart tlaloc.

 

Just a small question, is running detaunt immunity any useful? In oRvR i find it totally crap. Since I don't really last long enough in the back lines. I go full damage, and respecced my RR in str and 2% crit as well. I find that I can kill alot faster. I just hold back on taunt. They detaunt I taunt back. Also the disorient tactic feels useless. Since i went all out brawling and going to go for Rock 'Ard. 

 

Keep it to context. Keep posts informative. For example tlaloc's damage/move chart or Stinkeye's though he was a bit frontal haha. Well we are Black Orcs anyways.

 

Can a mod at least post in Black Orcs unite or has AdamG seen/monitored this thread? Just a "Yes" will suffice... lol...

 

Thank you.

Message Edited by omar316 on 05-15-2009 10:27 AM

 

Big Red Machine

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18.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-14-2009 11:32 PM
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Well, that's a kick to da green jibblies.

 

Anyone get the feeling that after they nerf aoe (much needed) that other glaring differences between classes will be made much more noticeable? Since dieing to random untargetted aoe might happen a little less?

Message Edited by Kalishnikov on 05-14-2009 11:51 PM
 
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19.   Re: [1.3] Black Orc Patch Note Preview 05-14-2009 11:57 PM
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Keep in mind our nerfs are relatively low compared to others who relied on AoE (Choppa/BW/engineer), so relatively speaking, we're not that bad off. Did you really rely on AoE anyways?(Maybe warboss, but I don't think the devs care too much about warboss right now)

 

My question is are there any plans to make Warboss more of a buff specc or to make We'z bigga compatable with Da Greenest? What about making Waaaagh debuff properly? Or are these issues going to be dealt with in the future Black Orc patch? 


 

Faithfully defending healers from certain doom for 1 year!
 
Grozznik
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20.   Re: [1.3] Black Orc Patch Note Preview 05-15-2009 12:34 AM
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Einherjars wrote:

Did you really rely on AoE anyways?


 Yes, because I was AoE specced.

 

I could run into the thick of it and ensure that everyone withing 10 feet had a constant Snare/Disorient/Str Debuff/Resist Debuff (All by 200)/Armor Debuff (1200).

 

I'm an AoE debuff spec, and it's nice to do even just a little bit of damage with defensive gear, and decent damage with offensive gear.


 

When Grozznik says "It's peanut butter jelly time!", every gosh-diddly-darn person in the Northern Hemisphere sits down and has a peanut-butter and jelly sandwich.
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21.   Re: [1.3] Black Orc Patch Note Preview 05-15-2009 01:54 AM
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as long as i wont see a bw run up to my group, disable everybody and then go SCORTCHED EARTH, SCORTCHED EARTH,SCORTCHED EARTH,SCORTCHED EARTH,SCORTCHED EARTH. I'll be happy.

  

I'd still like to see better defense mechanics in pvp so I can protect other players as a da toughest bo.

 

like "mor hardcore" sucks.  Is there any way to use this and not trigger the knockback immunity?  or make it knockback and slow the target so we have enough time to use big slash or another ability before he comes back immune to all other knockbacks.  Or put a knockdown in the tank tree with a short knockdown time. As of right now I can defend players more using the brawler tree than the toughest tree just because my big slash and down ya go keeps bad doods off healers better than anything else. 

 

 A number of AoE abilities have been reduced in effectiveness through reductions in damage, or increase in AP cost/cooldown.  Hope you didn't mean this, our aoe abilities other than big slash did little damage to begin with.

 

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.    Does anybody know what this means?  Shorter range but I hit more people around me?  Is this going to be closer to the swordmasters knockback?

 

 

 
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22.   Re: [1.3] Black Orc Patch Note Preview 05-15-2009 09:20 AM
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Good to see the changes to AE.  Sad to see the borc changes or lack there-of.  I was reading the notes last night and telling my guildies the changes.  To my dismay the borc seemed nerfed again.  Even more importantly,  1.2 was a patch filled with a thousand different types of changes.  All of these combined led to 1 huge mess.  I look at the size of the 1.3 patch notes and shake my head.  The only thing I think is here we go again.  There won't be enough testing.  Testing will be ignored and all and all the game will be less fun to play.. again.  Call me a pessimist but I got that sinking feeling.

 

The bright side I guess is my hitta choppa will be enjoying himself more.  I have to admit though an AE choppa with git to the choppa is a ton of fun.

 

Where are the great weapon skin changes?  It feels like Kaolinth Caverns for the longest time.

 

Wug

 
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23.   Re: [1.3] Black Orc Patch Note Preview 05-15-2009 09:34 AM
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wow. . . . . guess no one at mythic plays a BO. . .  . but thanks for helping me not feel so bad for canceling my account.
 

I r luv cheeze
 
Gorgutz
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24.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-15-2009 10:50 AM
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Well one good thing is

 

The following area-of-effect abilities have had their radii reduced: Can't Touch Us, Challenge, Da Big Un', Da Biggest!, Deafening Bellow!, Get 'Em!, Hold the Line, No Choppin' Me, Puddle o Muck, Quit Yer Squabblin', WAAAAAAAGH!, Walk it Off!, We'z Bigger, Where You Going?, Yer Nothin.

 

Taken form patch notes

 

Big Swing is not on the list, other than that the Black orcs just got "tweak" again...

 

/bump

Message Edited by Gorgutz on 05-15-2009 10:51 AM
 
Greenthing
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25.   Re: [1.3] Black Orc Patch Note Preview   [ Edited ] 05-15-2009 11:03 AM
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I understand how Mythic thinks about us Black Orcs...

 

We are now more balanced than ever, in other words, we won't ever create anymore tears in the eyes of Order players...

 

Balanced = Not too bad to not too good...

 

I could careless about our DPS, but our survivability tree sucks, our AoE tree will suck, and our wannabeMDPS tree will still be 'okay'.  Balanced.

 

Nerfing Big swing's radius (with big brawlin) will gimp our subpar CC.  It was the only good mass CC we had.  edit : according to the poster above, not affected by the changes, wich is good.

 

Nerfing WAAAAGH's radius will make it useless to specc for that deep into the boss tree...  it does unsignificant damage, and is arguably broken (I've got no real proof if it debuffs corp resist or not).

 

Nerfing STR contribution to low base damage skills will just punish BOs the most 'cause almost all of our skills are low base damage...

 

So, with all these hypothetic nerfs, we have nothing, NOTHING for us.  No buff, nothing to help us doing anyting decent PvP wise.

 

Anyway, the 'bad guys' side isn't supposed to win the war, the 'good' always triumph...

Message Edited by Greenthing on 05-15-2009 11:23 AM

 

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Greenizgreen - Black Orc - RR 69 4/5 WL, needs RR
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