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Warhammer Online: Age of Reckoning - Forums :
Career Discussions :
Greenskins :
Choppas :
[1.3] Choppa Patch Note Preview
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AdamG
Mythic Developer


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1.
[1.3] Choppa Patch Note Preview
05-14-2009 02:52 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. In 1.3, Choppas will see a decrease to the overall effectivness of their AoE Mastery Path, and improvements to their single-target Mastery Paths. 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.
- Da Hitta finishers have had their effects improved.
- Numerous positional and situational abilities have had their effects greatly increased.
Choppas 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.
Adam Gershowitz Design Director Warhammer Online : Age of Reckoning
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Waaagyu
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Waaagyu
Sons of NorthernDarkness
Iron Rock
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2.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 02:57 PM
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Hehehehehe, finally, I will be able to use my hitta spec to its true effectiveness. Maybe the squishies will actually die now?
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Mavrorc
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Mavrorc
SiN
Gorfang
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Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:08 PM
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well, figgured it had to happen sometime. incoming marauder 2.0 killed the demo marauder, finally built me a new ae class, now reductions incoming. lets hope this isnt as radical as most reductions are.
Mavrorc - 40 Choppa Coming soon to a server near you
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Azgrum
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Azgrum
Dexteram Tzeentch
Phoenix Throne
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5.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:19 PM
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This is good to see, and addresses many of the issues that I have posted in the Choppa Bugs and Issues thread. It is also good to see these changes before they are release, and can't wait to see the details of the changes. Specifics would be more helpful than vagueness, but we will take what we can get  The single target attacks definitely need/needed tweaking, and it is good to see them getting put back in line. Though, I don't know if boosting all the single target stuff and nerfing the AOE stuff is a great plan. If you do too much, you will make the AOE tree worthless. So lets hope they are not "dramatically" doing anything. Or it will again, make certain masteries worse than others. I think Hitta and Savage need some love, like maybe a 15-25% increase in damage. That or AOE needs a reduction in damage (which should happen across the board, for all classes). AOE's should only be effective when you are hitting 3 or more players, IMO. Currently, they are massively more effective when you are hitting just 2 players (and if you are spec'd 100% in Wrecka, AOE's are better than any attack you have, even single target). Anyways, lets hope the Wrecka path doesn't get totally wrecked. Thanks for the heads up, Adam!
Wif Blud, Azgrum Neksnappa - Orc Choppa - R40, RR6X Skarnik Gitfixa - Goblin Shaman - R3X, RR2X
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Roshambo
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Choptimusprime
Noobs Inc
Monolith
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6.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:21 PM
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As long as the changes arn't too extreme one way or the other, this should be a good change to help balance the class out.
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Akkuma
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Akkuuma
Lords of the Dead
Dark Crag
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7.
Re: [1.3] Choppa Patch Note Preview
[ Edited ]
05-14-2009 03:32 PM
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I think it is about time you set the record straight Adam for the community and your own credibility. The incoming AoE nerf sounds like it will for the most part neuter the initially designed role of Choppas/Slayers. What are the roles of Choppas supposed to be and how are they suppose to compare to Marauders? Originally the Choppa was billed as a linebreaker and I'd say the only line breaking abilities are found in Da Wrecka tree. I've also heard out of the mouth of a Mythic employee to paraphrase that they are just another mdps, which I assume is due to the linebreaking notion not working too well. If you disagree, I'd like to know what you believe makes a Savage or Hitta a linebreaker in comparison to Marauders. The other two trees are simply single target trees with utility built into most abilities. Marauders are well known to be in a pretty dire state, if you disagree that is fine, and let's say that you guys get them up to where they should be in 1.3. What does that mean for Choppas? You either have to give one group specific utility no others have, make one a major support role across the board, or make one an even higher damage role. Message Edited by Akkuma on 05-14-2009 03:33 PM
Lords of the Dead Akreius Dragonmane - R40/RR49 WL - Azazel: #8 WL For All Time RR and #4 For All Time Kills Akkuuma Machoppa - R40/RR36 Choppa - Dark Crag
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Tozen
Contributor

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Snowkone
Red Tide
Dark Crag
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8.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:45 PM
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Akkuma, you're forgetting a very important point: AoE healing is also being nerfed. I imagine that AoE damage will sitll be a very important part of the game, but it will no longer take the place of direct damage (as things should be).
--------------------------------------------- Mkal- R4 Witch Hunter (Dark Crag) Tozen- R40 Magus (Iron Rock) Mkel- R35 Zealot (Iron Rock) Krokodile- R18 Choppa (Iron Rock)
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Akkuma
Contributor

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Akkuuma
Lords of the Dead
Dark Crag
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Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:49 PM
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Tozen wrote:
Akkuma, you're forgetting a very important point: AoE healing is also being nerfed. I imagine that AoE damage will sitll be a very important part of the game, but it will no longer take the place of direct damage (as things should be).
AoE healing is not being nerfed for the most part. Go ahead and take a look in the forums: Mastery -line AoE heals (Pious Restoration, Martyr's Blessing, etc.) have had their healing values improved. Looks like a buff to me. Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells. Looks like a debuff that means so little that they may as well not have bothered.
Lords of the Dead Akreius Dragonmane - R40/RR49 WL - Azazel: #8 WL For All Time RR and #4 For All Time Kills Akkuuma Machoppa - R40/RR36 Choppa - Dark Crag
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steep
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Steep
Verlassen
Dark Crag
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10.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 03:53 PM
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I'm very happy with the upcomeing changes. And for Mr. Cranky Pants LotD, last time I checked coppas we're the only MDPS class that can up their dps by %50 for as long as they want (not counting the slayer).
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Akkuma
Contributor

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Akkuuma
Lords of the Dead
Dark Crag
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11.
Re: [1.3] Choppa Patch Note Preview
[ Edited ]
05-14-2009 04:00 PM
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steep wrote:
I'm very happy with the upcomeing changes. And for Mr. Cranky Pants LotD, last time I checked coppas we're the only MDPS class that can up their dps by %50 for as long as they want (not counting the slayer).
And for Mr. I Don't Know How The Classes Were Designed, last time I checked they said that 50% damage increase was to give us the dps of Witch Elves and the 25% was to give us dps of a Marauder. Oh ya, forgot that you have the armor of a Witch Elf and lower resists than one when you're in the red, right? Personally, I can't wait for the coppas class to come in, cause we all know how op the burglars will be. Message Edited by Akkuma on 05-14-2009 04:04 PM
Lords of the Dead Akreius Dragonmane - R40/RR49 WL - Azazel: #8 WL For All Time RR and #4 For All Time Kills Akkuuma Machoppa - R40/RR36 Choppa - Dark Crag
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Azgrum
Forum Regular

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Azgrum
Dexteram Tzeentch
Phoenix Throne
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12.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 04:04 PM
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Akkuma wrote:
Tozen wrote:
Akkuma, you're forgetting a very important point: AoE healing is also being nerfed. I imagine that AoE damage will sitll be a very important part of the game, but it will no longer take the place of direct damage (as things should be).
AoE healing is not being nerfed for the most part. Go ahead and take a look in the forums: Mastery -line AoE heals (Pious Restoration, Martyr's Blessing, etc.) have had their healing values improved. Looks like a buff to me. Group healing abilities have had their effective radius reduced. Healers will still be able to cast group heals from a far greater distance then AoE damage, but not from the same distance as their direct healing spells. Looks like a debuff that means so little that they may as well not have bothered.
They were also talking about how one of their main group heals is getting changed to a 2.5s cast time. I don't know much about WP/DoK's except that they are hard to kill. But I can agree with what others have said, if all AOE is reduced by the same amount, the AOE tree should still be effective. Right now, there is just far too much AOE damage and AOE healing in the game. I just hope they don't go too far by: 1) boosting single target abilities, 2) increasing damage from STR/INT to higher damage abilities (which means, increases damage of single target abilities more than AOE ones), and 3) reducing the damage/effectiveness of AOE globally. Those 3 changes stacked on top of eachother might be too large a blow to AOE, but we shall see. Even then, I would prefer more single target damage over the rampant AOE spam kills that are happening now. I think AOE damage should be large, but it should also cost much more AP (like every other MMO on the face of the planet). The risk vs. reward just isn't enough. Your comment on line breaking I thought was very interesting. It would be nice if the Wrecka tree got some line breaking/utility effects added to some abilities or something. As right now, Wrecka really has none of that except pure damage (besides the AOE snare and GTDC pull). But maybe something that could pierce through tank walls or blow small holes in the walls or something? That could be cool. We will see how the changes pan out, I just hope, again, that nothing happens too dramatic with the AOE tree ... or it will be garbage.
Wif Blud, Azgrum Neksnappa - Orc Choppa - R40, RR6X Skarnik Gitfixa - Goblin Shaman - R3X, RR2X
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Akkuma
Contributor

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Akkuuma
Lords of the Dead
Dark Crag
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13.
Re: [1.3] Choppa Patch Note Preview
[ Edited ]
05-14-2009 04:24 PM
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Azgrum wrote:They were also talking about how one of their main group heals is getting changed to a 2.5s cast time. I don't know much about WP/DoK's except that they are hard to kill. But I can agree with what others have said, if all AOE is reduced by the same amount, the AOE tree should still be effective. Right now, there is just far too much AOE damage and AOE healing in the game. I just hope they don't go too far by: 1) boosting single target abilities, 2) increasing damage from STR/INT to higher damage abilities (which means, increases damage of single target abilities more than AOE ones), and 3) reducing the damage/effectiveness of AOE globally. Those 3 changes stacked on top of eachother might be too large a blow to AOE, but we shall see. Even then, I would prefer more single target damage over the rampant AOE spam kills that are happening now. I think AOE damage should be large, but it should also cost much more AP (like every other MMO on the face of the planet). The risk vs. reward just isn't enough. Your comment on line breaking I thought was very interesting. It would be nice if the Wrecka tree got some line breaking/utility effects added to some abilities or something. As right now, Wrecka really has none of that except pure damage (besides the AOE snare and GTDC pull). But maybe something that could pierce through tank walls or blow small holes in the walls or something? That could be cool. We will see how the changes pan out, I just hope, again, that nothing happens too dramatic with the AOE tree ... or it will be garbage.
Forgot they are adding an extra second onto the DoK/WP group heals, so yes that will hurt, but I think it won't overall. They are also buffing healing if you have average to high willpower. I agree there is too much AoE. In fact, my solution to their problem is redesigning their careers. If they said Choppas/Slayer, Sorcs/BWs are the only two classes on each side with AoE damage we wouldn't be in this predicament where everyone and their mom is tossing out AoE of some sort. The next step would have been to make DoKs/WPs the group healers, but Shamans/AMs and Zealots/RPs the single target healers and buffers. The tanks would have had AoE CC, WE/WH would have single target CC/DPS, and WL/Marauders would become more of an off-tank and mirror tanks in that instead of 2 out of 3 focused on defense and 1 for offense, 2 out 3 trees would be focused on offense and 1 on defense. Right now I am fairly certain AoE will be mostly dead as healing across the board will be better, which will make the PvE dungeons even easier. The upside to this situation is that a lot of classes are facing this same problem. My linebreaking comment was really about Savage/Hitta as single target utility/effects are not unique to Choppas/Slayers at all, so to me are not linebreaking. Personally, what I wanted to see was not necessarily a damage monster, but a AoE utility monster. AoE debuffs, AoE buffs, some AoE damage. You know things that effect an entire line and breaks em. Message Edited by Akkuma on 05-14-2009 04:25 PM
Lords of the Dead Akreius Dragonmane - R40/RR49 WL - Azazel: #8 WL For All Time RR and #4 For All Time Kills Akkuuma Machoppa - R40/RR36 Choppa - Dark Crag
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Azgrum
Forum Regular

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Azgrum
Dexteram Tzeentch
Phoenix Throne
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14.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 05:21 PM
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Akkuma wrote:
Forgot they are adding an extra second onto the DoK/WP group heals, so yes that will hurt, but I think it won't overall. They are also buffing healing if you have average to high willpower. I agree there is too much AoE. In fact, my solution to their problem is redesigning their careers. If they said Choppas/Slayer, Sorcs/BWs are the only two classes on each side with AoE damage we wouldn't be in this predicament where everyone and their mom is tossing out AoE of some sort. The next step would have been to make DoKs/WPs the group healers, but Shamans/AMs and Zealots/RPs the single target healers and buffers. The tanks would have had AoE CC, WE/WH would have single target CC/DPS, and WL/Marauders would become more of an off-tank and mirror tanks in that instead of 2 out of 3 focused on defense and 1 for offense, 2 out 3 trees would be focused on offense and 1 on defense. Right now I am fairly certain AoE will be mostly dead as healing across the board will be better, which will make the PvE dungeons even easier. The upside to this situation is that a lot of classes are facing this same problem. My linebreaking comment was really about Savage/Hitta as single target utility/effects are not unique to Choppas/Slayers at all, so to me are not linebreaking. Personally, what I wanted to see was not necessarily a damage monster, but a AoE utility monster. AoE debuffs, AoE buffs, some AoE damage. You know things that effect an entire line and breaks em. Message Edited by Akkuma on 05-14-2009 04:25 PM
Yea, we shall see how it goes. I was not around for the talk about what Choppa/Slayers were supposed to be. I played in the closed beta, and once they decided to remove Choppas and not put them in at release, that was it for me. I finished out beta, testing with a BO/Shaman/Engineer and then didn't buy the game until about a month ago, when the class I wanted to play the entire time (the Choppa) was released. The Choppa has quite a few AOE buffs (but some are broken), and it would indeed be nice to have these increased and be more of an AOE focused melee class. But like you were saying, it would require a total redesign of classes, which I don't see happening. And yes, if AOE healing is not toned down in some way, we will not be able to kill anything with the AOE tree. I do have one question, (if Adam is still around ). What kind of % boost are we talking about to single target abilities, and what kind of % reduction in AOE abilities are we looking at overall (for Choppas specifically)?
Wif Blud, Azgrum Neksnappa - Orc Choppa - R40, RR6X Skarnik Gitfixa - Goblin Shaman - R3X, RR2X
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Thaodon
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Thaodon
Havok
Iron Rock
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15.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 06:06 PM
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Well I for one am not happy to see another nerf to the Choppa. I am a very casual gamer as of now (2 year old) and I'm just disappointed that another AoE toon I chose to play and level is being nerfed. I am not a one button hitting wonder, I had a few multiple high RR melee chars in DAOC that required chains and directionals, but I just really liked the concept of the insane paper choppa. I guess I made a mistake rolling 2 classes (sorc and Chop) who either put them selves at higher risk or even hurt themselves in a tradeoff to do more damage. Just a bit of bait and switch Mythic. Please stop using us to beta test your products. In the old days we got percs for beta testing now we pay you to let us test so it your "product" gets to market faster. I guess I just need to roll a waffle tank BO or BG. 
|___________________ Thaodon - Sorc - Iron Rock |___________________ Choplifta - Chop - Iron Rock |___________________ Cletis - IB - Skull Throne
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Buliwyff
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Bulliwyf
Halls of Chaos
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16.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 06:09 PM
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I have to say this, if we don't get an ability close to spellbreaker than hitta will still suck for 2H dps. As of right now our healing debuff is the worst in the game while slayers have the best. In addition our healing debuff is on a 30s CD while a slayer who specs the same way has a spammable finisher that does almost as much damage and removes a bubble. I spec savage because gtdc sucks when everyone on order taunts you out of it or a knight knocks you down from 200ft away. 2H slayers are godly compared to a choppa on a single target and until we get a spammable finisher that isn't gimped like reckless blow I would just keep DW up and stick with it. Choppa has more survivability than a slayer because of a m1 shield and furious choppin. But a slayer vs a choppa in similar gear with the slayer using a 2H spamming spellbreaker we will lose 100% of the time. With tactics they regen more AP than spellbreaker spends it is actually pretty OP not to mention shatter limbs is 1000x better than our version that is single target and works 25% of the time. IMO instead of buffing some damage in hitta, they need to overhaul it and make it viable or just take the choppa ability to use a 2h out of the game.
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Foxplay
Forum Regular

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Yiffed
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17.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 06:47 PM
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Spellbreaker > No more helpin Deep wounds > No more helpin Shatter limbs > Tired already Devestate > Tired already Devestate > No more helpin Hmmmm think i see a correlation here..... Choppa 2hander spec needs to be completly reworked not just abilities improved. If choppa doesnt have a spammable exhaustive blow in 1.3 then it will remain a completely pointless mastery
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Rimarlk
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Elangug
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18.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 08:18 PM
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To the choppa still complaining about WP AOE healing. Cast time on TotD(the main AOE heal) is now 2.5 seconds and RF regen on books is getting toned down.
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Oozo
WAR Oracle

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19.
Re: [1.3] Choppa Patch Note Preview
[ Edited ]
05-14-2009 09:40 PM
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While I agree with lowering the damage on AoEs, I think that it is a big mistake in lowering their range. Melee DPS *needs* melee attacks with some reach to deal with kiting and "target out of range" situations. And, nerfing the range on our AoE Detaunt? Are you serious? How can you possibly justify that? It seems to me that you just took everything "AoE" and nerfed not only it's effect, but it's range giving zero consideration as to how the ability is actually balanced with respect to the game. Message Edited by Oozo on 05-14-2009 09:45 PM
Choppa Movies and More: http://anon-defender.blogspot.com
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Akkuma
Contributor

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Akkuuma
Lords of the Dead
Dark Crag
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21.
Re: [1.3] Choppa Patch Note Preview
05-14-2009 10:37 PM
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Rimarlk wrote:
To the choppa still complaining about WP AOE healing. Cast time on TotD(the main AOE heal) is now 2.5 seconds and RF regen on books is getting toned down.
Point out where I was complaining about WP AoE healing. Hmmm, that's right you won't find it, because I never complained about healing being over the top.
Lords of the Dead Akreius Dragonmane - R40/RR49 WL - Azazel: #8 WL For All Time RR and #4 For All Time Kills Akkuuma Machoppa - R40/RR36 Choppa - Dark Crag
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Keen
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Gunky
Spite
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22.
Re: [1.3] Choppa Patch Note Preview
05-15-2009 12:49 AM
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The Choppa's and Slayer's role is AoE DPS. That's how the classes were pitched to the community and how they were implemented into the game. WIth an overall reduction to the effectiveness of AoE abilities, the Choppa and Slayer are effectively having their entire role reduced. We're not seeing this broad a change to any other class and should not see this type of change to any class - ever. This is reminiscent of a DAOC "adjustment" and I think it's going to be too extreme. You simply can not make such extreme changes to a game and expect it not to have repercussions.
Keen http://www.keenandgraev.com
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Oozo
WAR Oracle

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Oozo
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23.
Re: [1.3] Choppa Patch Note Preview
05-15-2009 01:01 AM
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The problem, of course, is not a single Choppa AOEing. It's a stupid AOE train of Choppas who don't even have to do something as basic as ASSIST to mow down groups of people. Zero skill = zero entertainment. This goes for all AoE that is hitting for the same as, if not more than, single target damage.
Choppa Movies and More: http://anon-defender.blogspot.com
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Gorgash
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Bugbreff
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Volkmar
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25.
Re: [1.3] Choppa Patch Note Preview
05-15-2009 02:01 AM
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Savage test tonight.
Same stats, same level, same target, same RR, SAME TOON!
Furious Choppin PTS 100% Rage = 705 (Door of Keep) Furious Choppin Live 100% Rage = 440 (Door of SAME Keep)
Did this naked with no tactics no RR training to make sure of results. Same exact Build for Mastery.
Yeah, BIG BUFF!!!
Only had time to test one thing, just wanted an idea.
Will test AoE's tomorrow after sleep.
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