Darkzess - Sturdycaster (Retired Wiz) - Stormfists - Zeess (Art) - Zessx (FvS)Thelanis
~I'm Back!~
If you are going to nerf Adrenaline at least make Hunt's End equal to it or bring Adrenaline up to 300% although to equalize things Hunt's End should be a lower multiplier than Adrenaline. The devs clearly don't realize just how much more ranged burst dps is doing than melee. Hunt's End is able to hit multiple targets in a line while Adrenaline has only ever been single target. Hunt's End also has the advantage of still working extremely well if you roll a miss whereas with Adrenaline you lose a massive amount of damage if you miss on your big attack. With these changes ranged burst dps is far ahead of melee. I will probably be switching out of melee burst damage as a playstyle because there will just be better options. Honestly they were fine and didn't need a nerf, especially not Adrenaline. Sure you could hit really hard but it wasn't game breaking. They were fun and I feel like the theme lately is reduce all fun and good build options.
Last edited by Slominator; 04-13-2021 at 04:35 PM.
Sarlona - Quentina, Chiptune, Keldoram, Galindrim
Weapon swaps are still stopping combat on Lam, unlike on live. No, quick draw has nothing to do with it. This is changed behavior. If it's intentional, please put it in the patch notes. Thanks.
At minor distances I seem to get a lot of bow animation with no hit/miss indication. Just goes through the animation and it's like nothing happens.
Not sure I love the design decision behind this change. People who have capped doublestrike see no drop from adrenaline performance compared to live. Everyone else is nerfed. The worse your build, the worse your gear, the worse this particular change hits you. This does nothing but increase the difference between multi-life (scourge past lifes + doublestrike epic past lives), well geared (doublestrike + insightful doublestrike), tightly built characters (no APs spent for "fun or flavor") and everyone else.
And Horizon shot was already completely out of line compared to Adrenaline. Adrenaline never worked on doublestrikes or strikethroughs. Horizon shot worked on IPS, effected BOTH bolts shot by dual crossbow inquisitives, and worked on EVERY bolt produced by doubleshot (which could go over 100%). 4 bolt adrenaline crits for one button push were pretty trivial to produce. If the horizon shot change goes live, it's a straight nerf because every bolt was already getting full benefit from it.
Last edited by Zretch; 04-13-2021 at 04:42 PM.
Many thanks for the updates to improve performance.
This one feels like my tempest is getting hurt at end game as I butting up against 100% doublestrike as a norm already. Thus it's taking 25% offhand doublestrike bonus to--in practice--a 5% offhand doublestrike boost.
Consider upping the melee power bonus from 10 to 20 instead.
The Nak Abides - Argo - Ascent
Ganak Goblinjuicer ~ Xanak the Irregular
- There is a new icon for triple/quadra/penta-hits ---This is only for ranged yes ? Is it correct understodd that if you have 120% double strike and are useing two weapons. you will actully have 100% Double strike on main and and then 60% on off hand ? or does it simply cap out at 50% on off hand double strike ?
You have not mentioned anything about perfect TWF. please make it more then a flat +10 DS.. Its way behind the other Perfect fighting feats. You need to add atleast a +10 melee power when useing two weapons too it.. You are allready on it.. make it atleast a little more usefull, it will still be behind the other perfect fighting feats.
Vistani core 3 ( quick blades ) also needs an update. its gives the quickdraw feat and +5% double strike/double shot to both main hand and offhand. So i guess not sure you can change it to 7,5 Doubleshot/double strike ? Alternativ it could be quick draw +5 doublestrike/souble shot and +5? melee power ?
vistani double daggers (tier 4 enhancements) is atm. when figting with a dagger in each hand : +20% stacking chance to make off hand attacks when duel wielding.. ( wich btw sounds really odd. of else would you use two daggers if not duel wielding :P ) This also needs an update-.. I feel personally that since there is now so many things giveing Double strike maybe change this to something else ? maybe give it +10/+5? double strike when wileding two daggers and you gain Daggers as favored weapon . That could make for it fit quite well in there and is still usefull even if you dont go with the favored line.
Since you are trying to get less attacks in and the core 6 vistani knife fighter blade master still dont give you the +5% attack speed. Could you remove that and just add perment haste instead.? I would much prefer to get the +5 attack speed in.. But if that cant be done. Well i guess haste is usefull for most DPS. even though you get it in augments and items all over now.
Iam gonna try log on tomorrow and see if i can make the event.![]()
Thanks for alteast trying to fix some of the lagg..
I just feel if the lagg is not just fixed a little dont let people / builds that will suffer from this update rage quit becourse you did not take the time to adjust the feats/enhancement to a place where people dont only would feel nerfed and perhaps not laggeing less then before..
Cheers Deltabravo..
Last edited by DeltaBravo; 04-13-2021 at 05:01 PM.
Deltabravo I have come here to FROG things up!
Sweet! Adrenaline buff. Hits harder and regens faster than it was before, so thank you
For those that dont believe me the math is:
Live: 100%(base) + 400%(adrenaline bonus) = 500% of base damage + the doublestrike hit that doesnt guaranteed crit so is not worth counting
Lamannia: [100%(base) + 200%(adrenaline bonus)] x 2(doublestrike) = 600% base damage
This of course assumes 100% doublestrike, but most toons at cap should have that or close to. It also is not an issue while leveling because adrenaline just one shots everything anyways...
Adrenalines also regen faster
Live: .1(chance to vorpal) x .33 (chance to regain on vorpal) x 2 (doublestrike) = 6.66% on an attack
Lamannia: .1(chance to vorpal) = 10% on an attack
Hunts end breaks about even on damage. Less burst, up more often, its a toss up. Would probably prefer to see the damage stay the same and the cool down reduced because shiradi is getting nerfed in other ways. Less attacks = less chance to proc damages, which is what 80% of the tree and the cores are. Chances to proc damage on hit. Sure the procs hit harder, but stuff like double rainbow, which is not always a damage and sometimes an effect, and nerve venom(essential ranged's only form of cc) are getting nerfed. /shrug
Would like to see tempest capstone have a bit more love, maybe something along the lines of increasing the percent of doublestrike that offhand gets. Say from 50% -> 60% or 66% or something, rather than flat doublestrike. Aasimar scourge being 6% doublestrike instead of 3% is a pretty sizeable buff to non twf, so thats something to watch for.
Glad to see the lordsmarch loot updated. Going back through that stuff is always fun to see.
Certain abilities, still freeze my character is I try using them while attacking. Would definitely like to see that changed or fixed before this hits live. If this is wai, would like to see a post saying that and a brief explanation as to the thought process behind that change if it isnt too much trouble.
Thank you for what you devs do, and I hope everyone has a great day
Last edited by Entyri; 04-13-2021 at 04:59 PM.
Why do more builds get nerfed with each update to this patch? What is the purpose of a "final preview"? This should be pushed back and reworked entirely. These so called performance enhancements are not doing much clearly if players are unsure if they're missing shots because of lag or these heavy-handed nerfs. Certainly not enough to justify killing melee/ranged CC effects. It seems like very little of the feedback given was considered, and with this preview being a "stability check" it gives the impression that further feedback isn't useful.
Feedback on preview 3.
First thing, right out the gate, I noticed that my cruel cut augment did not display in the buff bar. Then, I checked the + section and it is not there either. So, I am assuming that you broke the augments again.
This is by far the biggest issue right now with bows. Sometimes the attacks ( more often special attacks like manyshot, sniper shot, slayer arrow, etc. ) just fail to go off.
For melee using adrenaline with low doublestrike, they've gone from
Adrenaline recharging 3 times as fast but doing 33% less damage as live.
For melee using adrenaline with high doublestrike, they've gone from
Adrenaline recharging 2 times as fast and doing the same amount of damage as live.
So it's a buff overall but those with a large amount of doublestrike are getting a much bigger buff.
It looks like this update is pretty much set in stone. So barring a last minute reprieve ( upgrade ) from the developers.....
---- In memory of the following play styles ----
CC throwers: 3 to 5 chances for each proc per attack now 1 chance for each proc per attack. Their crowd control has gone from effective to unreliable. Perhaps the build style can transition to pure DPS ranged but with their CC a fraction of what it was it will be much harder to keep them alive.
Executioner shot assassins: I did not know this was a thing but apparently there were some using doubleshots to change executioner shot from fluff to a viable combat strategy. The only option they've got that I can see would be to transition to repeating crossbows. ( not tested )
Monkcher: Archers in general have been buffed. The problem with monkchers is that they've become pointless. With the loss of Ten Thousand Stars there is nothing to spend Ki on. I suppose you could go for the master of fire 19-20 critical multiplier but that's long way to go for just that. Other classes are stronger.