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AdamG Mythic Developer
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1.   [1.3] Squig Herder Patch Preview 05-14-2009 04:59 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.

 

RDPS careers were initially planned to only have minor adjustments to AoE radius values for 1.3; however, due to feedback from our internal testers, we are moving forward with more significant adjustments to direct damage/AoE  abilities. Due to the scope of the changes, they will not arrive with the initial launch of 1.3's public test server. Instead, they will be released in a patch to PTS shortly after testing begins. 

 

Squig Herders will see additional changes based around further improvements to Pet AI and pathing.

 

  • Pets will no longer de-summon when mounted; instead, they will automatically go passive and follow the player until they dismount.

 

  • Pets (as well as all NPCs and monsters) will now "stick" to their target so long as they have the same or greater movement speed. This will resolve many issues of players using pathing exploits to "shake" a pet.

 

In addition, Squig Herders 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.

 

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 Ballistic Skill will now have a much greater effect on abilities with high base damage, but a reduced effect on abilities with low base damage.

 

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

 

  • A number of abilities in Path of Big Shooting have increased in effectiveness

 

  • A few abilities in Path of Quick Shooting have increased in effectiveness

 

  • Minor adjustments to "mirror" abilities to bring them more in-line with their Shadow Warrior counterparts.

 

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

 

  • The Expert Skirmisher  Tactic will be reviewed to ensure that its bonus does not brokenly increase the effectiveness of PBAoE and AoE abilities for ranged careers.

 


 

Adam Gershowitz
Design Director
Warhammer Online : Age of Reckoning
 
Zeratul
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2.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:00 PM
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Not bad.
 

Zeratuls - Asmodian Ranger - Aion
Zeratulz - 65 Squig Herder - WAR
Zeratulx/Zeratuls SB-RM - DAOC
 
treberto
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3.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:03 PM
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Zeratul wrote:
Not bad.

 

The only thing that concerns me is the "contribution of stats" based off of tooltip values. We have fairly low base tool-tip values to compensate for having a pet. hopefully this doesn't lower our damage overall.

 

Also hopefully the only "aoe" of ours they're looking to change is splintering arrers because our other AoE (explodin arrer, shrapnel arrer, indigestion and big bouncin) are all pretty balanced. Splintering arrers isn't that strong, either, but that's about the only one I can conceive of them modifying

 
Tiendal
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4.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:07 PM
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I am saddened that there is still no mention to fixing the Path of Stabbin.'

I am also worried that the reduction in Expert Skirmisher will further reduce the effectiveness of the Path of Stabbin.'

 

 

I GREATLY appreciate the change to pets. I'm looking forward to the changes to Aoe, I like having an enormous area for Big Bouncin' but I think it is very OP in it's current state.

 
Gerf
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5.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:08 PM
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AdamG wrote:

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

 


I've seen this written for pretty much every class (STR, INT, BAL) and I'm kind of confused by it.  Can you define which abilities are considered "high" or "low" in base damage?  Every direct damage ability in the QS tree, in my opinion, has "low" base damage.  So now they are going to hit for even less?  Where as the DoTs in both trees, Plink, Rotten Arrer, Behind Ya! and Finish 'em Off will now be doing even more damage?

 
Velron
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6.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:18 PM
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I'd lie to know the answer to Gerfs questin as well.

Things look promising though. Mention increasing effectiveness of skills in QS and BS line. Also the mention of bringing a few mirror abilities in line with SW plus the more effective BS tree things makes me wonder if Finish em off will be as effective as Fell the weak.
 
Babboo
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7.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:18 PM
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Im a little worried about the mention in nerfing our AoE abilities... which i would assume only refer to Shrapnel Arrer and Explodin Arrer, possibly the splintering arrer tactic. Shrapnel Arrer is not even worth the mastery point  as both the initial and splash damage are quite laughable, especially for a mastery ability. Explodin Arrer is not to bad but i feel that lowering the damage on either would force me to completely abandon the BS tree as Plink spamming will put me to sleep. Im quite curious to see where this is going.

 
Daed
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8.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:26 PM
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  • Improved overall damage for the Scout and Skirmish Mastery Paths.

 

  • Significantly improved the damage from situational abilities.

 


Wait a second here..why are these things missing from the squig herder list?  The shadow warrior already does alot more damage than the squig herder and now you are buffing their damage but not ours?  What the?  Please explain..

 

And also:

 

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

 

This doesn't sound good for the squig herder since most of our abilities are low base damage that is not even close to brought to par with shadow warrior abilities if we gimp ourselves and take up a tatic slot.

 
Infernallime
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9.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:35 PM
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What a bunch of non specific information, uhh yea we will be making some changes to stuff-n- stuff ....Oh and nerfing your already horrible aoe.

 

Really Mythic, Really?

 
Gerf
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10.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 05:46 PM
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Daed wrote:

  • Improved overall damage for the Scout and Skirmish Mastery Paths.

 

  • Significantly improved the damage from situational abilities.

 


Wait a second here..why are these things missing from the squig herder list?  The shadow warrior already does alot more damage than the squig herder and now you are buffing their damage but not ours?  What the?  Please explain..


If you're being beaten/out-damaged by SWs then you're playing your SH wrong.

 
Krucifix
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11.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 06:07 PM
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Very true Gerf...

 

By the way, I saw this on the Engineer notes:

 

**

The Throwing Arm Tactic's bonus distance has been reduced to bring it more in-line with the maximum distance for targeted AoE's of other RDPS careers.

**

 

Why isn't this here? I think you guys can expect to find your Shootin' wif da Wind tactic to be reduced to 25% increase in range.


 

Kruxxx, Denied
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Refusing to RvE Keeps and BO's since rr40.
 
Nanobyte
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12.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 06:08 PM
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Velron wrote:
I'd lie to know the answer to Gerfs questin as well.

Things look promising though. Mention increasing effectiveness of skills in QS and BS line. Also the mention of bringing a few mirror abilities in line with SW plus the more effective BS tree things makes me wonder if Finish em off will be as effective as Fell the weak.
See, I'm being pessimistic here and thinking that they might be nerfing some of our abilities? Just because they are "bringing them in line with their mirror abilities" doesn't mean they are buffing them....:smileysad: 

 


 

--Nanobyte--
--After World--Destruction of Order
 
Schnoz
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13.   Re: [1.3] Squig Herder Patch Preview   [ Edited ] 05-14-2009 06:27 PM
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Krucifix wrote:

Very true Gerf...

 

By the way, I saw this on the Engineer notes:

 

**

The Throwing Arm Tactic's bonus distance has been reduced to bring it more in-line with the maximum distance for targeted AoE's of other RDPS careers.

**

 

Why isn't this here? I think you guys can expect to find your Shootin' wif da Wind tactic to be reduced to 25% increase in range.


Sure as long as they give us Vengeance of the Naragythe, Steady Aim, Bullseye, Enchanted Arrows, Reduce our Stop Runnin'! cooldown to 15s, make our horned squig give us +80 bal/ini, gas +120wps/+120str, spiked squig +80tou, and increase our base damage by 30% if we don't have a pet out w/o having to spend a tactic.  

 

Edit:  Whoops forgot to answer your question.  SWDW doesn't affect any of our AoE spells which are pathetic to begin with which is what that change is targeting.

Message Edited by Schnoz on 05-14-2009 03:28 PM
 
Krucifix
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14.   Re: [1.3] Squig Herder Patch Preview   [ Edited ] 05-14-2009 06:41 PM
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As long as you give us non-restrictive stances, SWDW, a run speed increase (with detaunt), a melee snare, a melee aoe knock back, a core melee knock down, Aimin' Quickly, 20s cooldown on a 3s knock down, non-morale knock back (as pitiful as it is), the ability to deal 100ft damage with a +100% armor buff, and the possibility of a ranged disarm... Then we'll be in business... You really don't want to get stuck in to this game with a SW... You're about 40x better off than they'll ever be.

 

Oh, and isn't Splinterin' Arrows AoE?? 

 

edit:

In case you hadn't noticed... Stat buffs in this game of soft caps and linaments, are as useless as tats on a bull... 

Message Edited by Krucifix on 05-15-2009 08:43 AM

 

Kruxxx, Denied
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Schnoz
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15.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 06:43 PM
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Krucifix wrote:

As long as you give us non-restrictive stances, SWDW, a run speed increase (with detaunt), a melee snare, a melee aoe knock back, a core melee knock down, Aimin' Quickly, 20s cooldown on the 3s knock down, non-morale knock back (as pitiful as it is), the ability to deal 100ft damage with a +100% armor buff, and the possibility of a ranged disarm... Then we'll be in business... You really don't want to get stuck in to this game with a SW... You're about 40x better off than they'll ever be.

 

Oh, and isn't Splinterin' Arrows AoE?? 


Yea but look at the base damage of Run-n-Shoot.  With the new spell damage formula based on your ballistics and the base damage of a spell, RnS spam is going to be quite useless. 

 
Krucifix
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16.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 07:11 PM
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That's a fear I had from reading the notes too, but Adam came in to the SW thread and directly stated that in no way will they be worse off.

 

 I'm sure spells like RnS aren't meant to be nerfed by this, hell, it's such a small tooltip, it surely can't be nerfed any more.

 

I'm more hoping it is being aimed at spells like... hell, I don't know what spells it's meant to be aimed at, but the damage on your Run-n-Shoot was never something I considered over the top...


 

Kruxxx, Denied
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Schnoz
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17.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 07:20 PM
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Meh, RnS has been useless for a long time.  It simply didn't do enough damage to put any sort of pressure on the healers with how OP AoE healing was for the past couple months.  The only people that were still using it were players that tried to inflate their damage scores in scenarios with RnS/Splinterin' Arrers + Gas Squig aoe spam that didn't actually do anything. 

 

Maybe with all the changes going into effect RnS/SFA will be useful pressure tools again.  I'm just glad, or at least I hope, the era of mindless AoE/PBAoE bomb groups are at an end and single target dps and healers will once again have a role.

 
Tiendal
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18.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 07:31 PM
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Krucifix wrote:

That's a fear I had from reading the notes too, but Adam came in to the SW thread and directly stated that in no way will they be worse off.


See things like this are why I have vehemently held on to the stance that the devs put order above destro.  Find me one, ONE, dev post aside from this patch post anywhere on the Squig Herder forums.  We constantly get the crumbs of the buffs meant for other classes.  I agree some combinations of things we do are seemingly OP, but at the same time we are such a cobbled together class it is a joke.  When it was pointed out that many of our tactics still referenced abilities they had removed from our class their response wasn't to fix the ability, it was to fix the tooltip to take out the missing abilities.  The "buff" to our Horned Squig was a joke that was just a cross over from the WL buff and so instead of being put in properly and being useful it was just pasted in and pathetic. 

 

Your melee line is a million times better than ours, as is your ability to react to a situation (not saying that you are a better class just that those two aspects are better).  I am hoping that the line about making our abilities mimic some of yours better mean that things like a parry buff tactic will be coming our way, but really I'm not holding my breath.  Our gas squig has been bugged from day one and rather than fix it in one pass they keep just tacking on fixes.

 

We can't even get a single comment on our bugs let alone the issues we would like to address as a class.  I find that INFINITELY frustrating.

 
Velron
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19.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 07:51 PM
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Krucifix wrote:

Very true Gerf...

 

By the way, I saw this on the Engineer notes:

 

**

The Throwing Arm Tactic's bonus distance has been reduced to bring it more in-line with the maximum distance for targeted AoE's of other RDPS careers.

**

 

Why isn't this here? I think you guys can expect to find your Shootin' wif da Wind tactic to be reduced to 25% increase in range.


Do you have reading comprehension problems? That waffle specifically says because theirs is AOE...our DoTs are NOT AOE. Please l2read.

 
Velron
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20.   Re: [1.3] Squig Herder Patch Preview   [ Edited ] 05-14-2009 07:57 PM
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Krucifix wrote:

As long as you give us non-restrictive stances, SWDW, a run speed increase (with detaunt), a melee snare, a melee aoe knock back, a core melee knock down, Aimin' Quickly, 20s cooldown on a 3s knock down, non-morale knock back (as pitiful as it is), the ability to deal 100ft damage with a +100% armor buff, and the possibility of a ranged disarm... Then we'll be in business... You really don't want to get stuck in to this game with a SW... You're about 40x better off than they'll ever be.

 

Oh, and isn't Splinterin' Arrows AoE?? 

 

edit:

In case you hadn't noticed... Stat buffs in this game of soft caps and linaments, are as useless as tats on a bull... 

Message Edited by Krucifix on 05-15-2009 08:43 AM

Our 3sec KD on 20sec timer is tied to a pet that is useless in RVR because it can't hit a moving target...we don't get a ranged knockdown that we can actually rely on like you do. We also can't perma snare our target due to our snare being 10s duration 20sec cooldown.

Message Edited by Velron on 05-14-2009 07:58 PM
 
Gerf
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21.   Re: [1.3] Squig Herder Patch Preview   [ Edited ] 05-14-2009 08:14 PM
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I am far too lazy to quote all of Krucifix's posts, but you are incredibly misinformed when it comes to Squig Herders, and from the looks of your few posts, your own class. Both classes have things the other does not, and that is the entire point.  Just becaues you can read a tooltip doesn't mean you know the actually applications for it.  3/4 of the abilities you are complaining about are tied directly to squgs, which means you need to micro-manage them.  Stance dancing is infinitely easier than microing the set of squigs we were given.  I could sit here and list all the things SWs have and SHs don't, but that's the entire purpose of them being serparate classes.  I'm not saying SWs don't need some love, since they obviously do.  But if you hate the class so much make something different. 

Message Edited by Gerf on 05-14-2009 08:15 PM
Message Edited by Gerf on 05-14-2009 08:15 PM
 
Daed
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22.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 09:26 PM
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ouch..was just on pts and splinterin arrows tactic aoe is now 10 feet..

 

explodin arrow is 10 feet..

 

lots of shootin is 20 feet..

 

um...

 
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23.   Re: [1.3] Squig Herder Patch Preview   [ Edited ] 05-14-2009 09:33 PM
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Daed wrote:

ouch..was just on pts and splinterin arrows tactic aoe is now 10 feet..

 

explodin arrow is 10 feet..

 

lots of shootin is 20 feet..

 

um...


I don't believe any of this has been released to the PTS yet, Daed.

 

>>

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.

>>

 

 

Message Edited by Lenni on 05-14-2009 06:33 PM

 

Lenni Riftherder
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Gerf
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24.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 09:42 PM
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PTS is definitely up Lenni, and Daed was saying he's been on it.  I'm waiting for the download to finish to check stuff out, but I stopped trying to AoE when I started grouping with Sorcs, so none of the AoE nerfs bother me.  I'm just curious to see how ability damage is now, and tempted to see how much crit I can stack with crit talismans.
 
Daed
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25.   Re: [1.3] Squig Herder Patch Preview 05-14-2009 10:47 PM
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Lenni wrote:

Daed wrote:

ouch..was just on pts and splinterin arrows tactic aoe is now 10 feet..

 

explodin arrow is 10 feet..

 

lots of shootin is 20 feet..

 

um...


I don't believe any of this has been released to the PTS yet, Daed.

 

>>

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.

>>

 

 

Message Edited by Lenni on 05-14-2009 06:33 PM

 

patch notes:

 

 

* The following abilities have had their radii reduced: Arrer O' Mork, Bad Gas!, Big Bouncin!, Explodin' Arrer, Farty Squig, Goop Shootin', Indigestion, KABOOM!, Lots Of Shootin', Run Away!, Shoot Thru Ya, Shrapnel Arrer, Soothin' Shroom Wrap, Splinterin' Arrers, Spore Cloud, Squig Goo, Sticky Squigz, Wind Up Da Waaagh
 

 

 
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