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Patch Notes 08/09/2017 [Complete]


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#26 Apocryphos

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Posted 08 August 2017 - 11:05 PM

The Cooldown's will make destroyer just kite more or x-spam more but that's a given. 20% and 2 seconds would be better than losing 10% would feel like going backwards might as well 0 out + healing will be nerfed so tankyness might be less of a problem. As for the second part are you asking how to give it stopping powers? or are you asking for a suggestion to make the class better besides damage and adding stopping power?


Edited by Apocryphos, 08 August 2017 - 11:07 PM.

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#27 Popcorn

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Posted 08 August 2017 - 11:12 PM

The Cooldown's will make destroyer just kite more or x-spam more but that's a given. 20% and 2 seconds would be better than losing 10% would feel like going backwards might as well 0 out + healing will be nerfed so tankyness might be less of a problem. As for the second part are you asking how to give it stopping powers? or are you asking for a suggestion to make the class better besides damage and adding stopping power?

 

The 7 sec. cooldown was (as I said) a typo. 2 seconds were always planned. For the 20% - please try out the 30% reduction first if you guys think it's too much let us know and we can adjust it again.

 

I specifically ask about suggestions to make the class better besides damage increase. If you have an idea how to add stopping power which does not make the class finally OP go ahead.


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#28 Precrush

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Posted 08 August 2017 - 11:19 PM

On the dmg modifiers, I was sure I said on the last patch notes that if summoners and invokers have 1.5x than the other classes should have at least as much but guess I forgot to do that in the end.

 

Healing and shootdown nerfs are good.

 

As for the sniping nerf, I don't know whether the problem is that the skill is too strong or that other skills are way too weak. Maybe the answer is somewhere in the middle, in which case these changes are fine.

 

 

 

 

 


Edited by Precrush, 08 August 2017 - 11:19 PM.

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#29 Apocryphos

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Posted 08 August 2017 - 11:21 PM

K I have a few idea's in mind.


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#30 5143121023173906760

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Posted 08 August 2017 - 11:29 PM

Shootdown and sniping nerf is good because compared to the others classes those spells were really a safe way to deal damage. The CD increase isn't too big either. But increasing the CD already reduces the damage you can deal with that spell so we'll see if the extra damage reduction is too much.
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#31 Apocryphos

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Posted 08 August 2017 - 11:52 PM

The class isnt exactly as blessed as the other classes with stopping power so the safety of those skills were god sent. But adding some reliable stopping power for destroyer might help the class be more helpful in group pvp.
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#32 Agitodesu

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Posted 09 August 2017 - 12:21 AM

Adjust destroyers to 1.5 then reduce the amount snipe deals/and or add cooldown(2sec). Every main skill used by destroyers literally use element as primary source of damage except snipe like yuumi mentioned.


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#33 KillSmith

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Posted 09 August 2017 - 12:26 AM

The way i see it is that every class is turning to X attack machine. This is not really a fun way to play the game. The pvp in my opinion should be more focused on using skills to defeat the opponent. By nerfing the snipe, shotdown as well as dmg reduction + cooldown on snipe will definitely makes destroyer less playable with the limited skills available for them.
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#34 Fliederduft78

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Posted 09 August 2017 - 12:37 AM

I just want say thank you for the further adjustments of the PVE multipliers of some of the classes. This will help us "low" damage classes. :p_smile:

edit: I actually had the same question regarding the 1.5 multiplier of the magic classes myself. But was afraid to ask. So thank you for giving an answer to this question.

 

A wise man on the forums (sorry I sadly forgot who exactly it was) once said it might be an idea to add a little stun effect x% chance to the flashbang skill to solve an ongoing lag issue with that particular skill. Maybe that idea isn't too bad at all and could slay two brids with one stone. A little "stop power" would be added and the lag issue would be an issue of the past too.

This is not my idea, I'm just thinking that this idea is something worth to be discussed by the people who have the needed pvp knowledge.

Just wanted to remember people about this idea and add in that I think a change like this made to a skill is something within reach.


Edited by Fliederduft78, 09 August 2017 - 12:43 AM.

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#35 Precrush

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Posted 09 August 2017 - 12:55 AM

I just want say thank you for the further adjustments of the PVE multipliers of some of the classes. This will help us "low" damage classes. :p_smile:

edit: I actually had the same question regarding the 1.5 multiplier of the magic classes myself. But was afraid to ask. So thank you for giving an answer to this question.

 

A wise man on the forums (sorry I sadly forgot who exactly it was) once said it might be an idea to add a little stun effect x% chance to the flashbang skill to solve an ongoing lag issue with that particular skill. Maybe that idea isn't too bad at all and could slay two brids with one stone. A little "stop power" would be added and the lag issue would be an issue of the past too.

This is not my idea, I'm just thinking that this idea is something worth to be discussed by the people who have the needed pvp knowledge.

Just wanted to remember people about this idea and add in that I think a change like this made to a skill is something within reach.

https://forums.warpp...g/?hl=flashbang

 

Here's that suggestion from 2011.


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#36 Wind41

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Posted 09 August 2017 - 07:02 AM

I personally agree to that but we can't change that anymore. This multiplier is like this since at least the New Origin update (maybe longer not sure). But no one saw that. You can see multiplier already in my topic about the damage calculations:

 

 

The majority of players did invest into Invokers and Summoners because these are OP. This is no secret. What do you think will happen if we would decrease the whole multiplier since this almost affects every skill and attack. I personally are not happy that this multiplier is dangerous to change. I my first thought was "theoretically the multiplier needs to be adjusted down" because this would solve the mdef problem as well. Instead we decided to add and adjust the multipliers for the phy classes until it fits.

 

But I thank you very much that you asked this question. I was wondering why nobody was thinking the same.

So instead of nerfing those strongest Pvp classes (base on personal feeling to make the change, ok...). Yall chose to nerf Destroyer, the class that has only 3 major skills in PVP, Shootdown and Sniping (Gatling Rush too but not used as much often as 2 others) and BOTH of them are getting nerfed. In spite of the fact that Destroyer nearly have 0 CC skills, some will say that "How about Chain Combo and Flashbang". Listen, first of all , Chain Combo is not a unique skill for Destroyer, Sentinel has it too and It's not easy to use (for new players) or apply on Skilled players in PVP, so I wont include Chain combo as a "CC skill" for Destroyer. Second of all, FlashBang, ok I'll consider Flashbang as a CC skill IF when I apply on a skilled player in PVP they will STAY COMPLETELY still, 95% of the time Flashbang yields a Walk-away bug when it applied. Talk about CC skill, as I mentioned in previous post why do we have Fire Grenade instead Freeze Grenade like Sentinel has Freeze Trap instead of Fire Trap, the most useless skill in the game can't even manipulate in PVE neither PVP ( I don't see anyone uses it, even myself). And yet, why are we still sitting at 1.2 Damage Multiplier while other classes are getting buffed more( Is Destroyer that OP from you guys perspective? Like really ? Magicians and Summoners are still exist DUH?). Come to conclusion, this is a TREMENDOUS nerf for Destroyer, NOT OK but I'll HAVE to take it because I can't stop the change BUT! Give us some more damage in PVP and PVE (1.5 or 1.4 at least), give us some CC skills, the skill that when we apply on our opponents they'll get stunned, froze, scared, etc. or other way to say it is they'll STAY FREAKING STILL. I personally prefer Freeze Grenade, cuz It will make the class be more stylish, creative and innovative in PVP. I think I didn't demand such of things, thanks for your time.


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#37 IncestBorn

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Posted 09 August 2017 - 10:56 AM

I wait to see what the actual in-game damage does with the classes. One thing for sure priest nor warlcok need any healing except for potions, just like everyone else. Why? Because priest has too many skils to keep you in check we(priest have too many stun), and warlock has the greatest defence of all characters. 50% reduction does nothing except for the fact of healing 3x with diferent skill and potions and therefore, if you will take all the healing factor, everything else will even out.

 


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#38 Bustincaps

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Posted 09 August 2017 - 01:15 PM

Overall feedback:

 

-FANTASTIC decision made on the nerf of healing in PvP, but I'm surprised that Slow Heal was not included. Try killing a tanky someone in multi that has high Slow Heal and let me know how losing feels. >.> This is the reason you see Sorcs flag carrying for an entire BSQ without any deaths. As a counterargument, this is the only real reason Sorcs have use in PvP.
 

-Playing both Warrior classes, I don't know if I would justify the Warrior multiplier changes as being fair considering the amount of utility, superarmor, and heals Goon has in comparison to Overlord; I would say keeping their multiplier evenly buffed in PvP would be more appropriate. Dragoon far outshines OL in room PvP, and in any kind of multi they're both junk in their own way. :P

 

-Without any testing, my initial response to seeing Sniping take a nerf is kind of disappointment. I don't even main this class and I personally don't feel at all that this skill needed to be touched. Although I'm very happy to see that Shootdown got a well needed nerf, I'd venture to say that the 20% reduction to Shootdown and 30% to Sniping should be switched with each other. 

 

-I'm happy with the new Thief damage ratios. This will help Savage to creep into endgame usefulness in both PvE and PvP. They have a much weaker single target DPS than most classes, but this small boost closes the gap enough for the class' crowd control capabilities to take over.


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#39 Popcorn

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Posted 09 August 2017 - 01:22 PM

Overall feedback:

 

-but I'm surprised that Slow Heal was not included. 

 

 

 

Magician
Slow Heal and Self Heal now heal only 50% of their PvE healing amount in PvP

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#40 Dragonlark

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Posted 09 August 2017 - 02:57 PM

The server maintenance is complete and the server is back up! Compensation for the downtime due to DDoS attacks last week have also been added to those affected, please see our official post regarding this matter for more information. 


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#41 iMeTaClawsXD

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Posted 09 August 2017 - 03:15 PM

Yay ! thanks  :p_love:


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#42 Juviaa

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Posted 09 August 2017 - 03:18 PM

I can't patch it... same happened last week after maintenance was complete :/
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#43 Bustincaps

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Posted 09 August 2017 - 06:31 PM

Ayeee cheers, Popcorn. Sorry for missing that point. :P Nice work.


Edited by Bustincaps, 09 August 2017 - 06:31 PM.

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#44 Precrush

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Posted 09 August 2017 - 08:30 PM

If only I could have a bigger inventory! Quite generous though, thanks.

Edit: Oops wrong topic. Talking about the compensation^^

 

EDIT 2: Hmph, I can't get into the game again from my home connection. Seems to happen every maint. The mitigation still going on?


Edited by Precrush, 09 August 2017 - 09:09 PM.

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#45 Popcorn

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Posted 09 August 2017 - 09:54 PM

EDIT 2: Hmph, I can't get into the game again from my home connection. Seems to happen every maint. The mitigation still going on?

 

Yes. May I ask: When you're using your home connection are you running any tools like connection optimizers or something like this?


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#46 Precrush

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Posted 10 August 2017 - 02:39 AM

I wouldn't even know what that is. I've got nothing special running, it's just a plain old wifi connection. When I share internet from my phone it works :/.
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#47 Nmrud

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Posted 10 August 2017 - 05:35 AM

Question about the damage boost for every class. Is this well thought to fit troughout the game? I mean this boost effects all the game when completing all the quest. This should mean that lower mobs and quests are easier to finish than before. Maybe the game is to "easy" now and a char can accomplish areas alone rather than party with other.

 

I cant patch the game either, same problem as last time. Patcher get stuck and will probably complete in 1 or 2 hours....

 


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#48 Fliederduft78

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Posted 10 August 2017 - 08:02 AM

The two most OP classes of the game - Summoner and Monk tree - are on a 1.5 multiplier already for both PVP and PVE since at least New Origin. Since both are magic classes and those classes (including the Battle Mage tree btw) got the 1.5 multiplier set into their damage calculation already since ages. The other classes are now just getting adjusted to get rid of the unfairness this causes. I would say this is why the physical classes get adjusted step by step and don't simply get the 1.5 multiplier directly.

 

If people prefer to enjoy the game solo or in a party is their personal preferrence. I always was a solo player before all the changes (since I started playing this game) and I will continue to be a solo player.
If people prefer to enjoy the game in a party it is their personal preferrence. Those people will continue to enjoy the game in a party because they enjoy the social factor of this game,

 

 


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