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Patch Notes 08/09/2017 [Complete]


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#1 Dragonlark

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Posted 08 August 2017 - 02:10 PM

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Maintenance Notes
Patch Version 0.5.93, Game Version: 10.2.0.8
 
Server Maintenance
2017-08-09, 15:00 Server Time
 
Note: Patch notes are subject to change.

 

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This is the last week of this year's summer event. Take your chance to grab the Summer Event items now!
 

 

Class Adjustments (Testing Phase #2)
The next step for our class damage adjustments is done.  PvP and PvE damage multipliers can now be set separately. Also some classes' multipliers have been adjusted. The adjusted amounts are written in bold.

 

Warrior x1.3 (PvE x1.4)
Knight/Paladin/Dragoon x1.4 (PvE x1.5)
Gladiator/Myrmidone/Overlord x1.3 (PvE x1.4)

 

Archer x1.2 (PvE x1.2)
Hunter/Pathfinder/Sentinel x1.3 (PvE x1.5)
Marksman/Specialist/Destroyer x1.2 (PvE x1.2)

Thief x1.3 (PvE x1.3)
Bandit/Rogue/Savage x1.4 (PvE x1.5)
Infiltrator/Assassin/Ninja x1.3 (PvE x1.3)

Twin Figher/Twin/Mirage/Jumeaux x1.2 (PvE x1.2)

The magic classes stay at x1.5 for PvP and PvE.

The multipliers are now shown in the ATK/MATK tooltips.

 

Skill Changes (PvP only)

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

 

Monk
Wide Heal now heals only 50% of its PvE healing amount in PvP

 

Specialist
Sniping: Cooldown increased by 2 seconds in PvP, Damage reduced by 30% in PvP

 

Archer
Shootdown: Cooldown increased by 1 second in PvP, Damage reduced by 20% in PvP

 

 

Please try the changes out and give us some feedback (only about the changes – please post further discussions, suggestions and proposals in the particular class sections of the forums).

If you think that some further adjustments are needed please tell us why you think it's necessary.

 

 

Edit by Popcorn:

 

There is a typo in the cooldown amount of the Sniping skill change. Correct is:

Specialist
Sniping: Cooldown increased by 2 seconds in PvP, Damage reduced by 30% in PvP

 

I have to admit that this is my mistake. Sorry for the inconvenience.

 


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#2 nighty007

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Posted 08 August 2017 - 02:23 PM

I think the Self heal, Slow heal and Wide heal nerfs are actually pretty good. Mage Classes were kinda to strong in PvP (BSQ at least) because of that and im saying that as someone who only plays Sorcerer. (And ofc alot of BSQ)


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#3 Wind41

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Posted 08 August 2017 - 02:48 PM

Can you guys please not? Destroyer, we have lack of cc in our skills for PVP already, Why are we getting nerfed ?, Is this even fair ? If you gonna nerf Sniping, change the Fire Grenade to Freeze grenade like Sentinel has Freeze trap instead of Fire trap. Not fair at all.


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#4 tugnas

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Posted 08 August 2017 - 03:00 PM

anyone still having lag issue? :sob: :sob: :sob:

 


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#5 Kristof3195

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Posted 08 August 2017 - 03:08 PM

This is like Christmas and Birthday at once . Thanks for the deserved nerf hammer kind sirs at WP. 


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#6 5143121023173906760

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Posted 08 August 2017 - 03:32 PM

Imo Slow Heal and Self Heal were fine as long as people isn't going in PvP with 200K + HP especially with the introduction of HP potions for the others classes. But I have to admit that with how easy it is to stack HPs and also that those HP potions are really often used to make healing even stronger I can only agree with those nerfs.
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#7 KillSmith

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Posted 08 August 2017 - 06:51 PM

How is this fair for Destroyer? That nerf is way too much.. And why is destroyer getting nerf at the first place? Not only sniping got nerf.. But also destroyer affected by shotdown nerf... thats totally unfair..  #8


Edited by KillSmith, 08 August 2017 - 06:51 PM.

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#8 Apocryphos

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Posted 08 August 2017 - 07:01 PM

So much, wow 15 seconds is a long time for sniping! cooldown increase and dmg reduction, not appreciated. only redeeming factor for destroyer, is now gone. so players in endgame averaging around 140k-200k hp before this patch i crit 10k's -1k from elements so 9k-30%, awesome so 6k crits. and a 7 second cooldown increase. no filler skills for the inbetween no crowd control either. It's basically at the same damage as gust slash now!
Much disappointment for the team's decision making skills, on the nerf the only reliable dps outside of x-spam, considering how accurate my guess was on the multipliers fairly confident -3k~4k on a 40% crit chance. Well basically destroyer is like overlord damage with higher hit frequency, but 0 stopping power.
This is balant harassment for destroyer now we have to put up with a -30% aas -30% x-spam,-30% sniping -20% SD, 15 second sniping and 6 second cooldown, lets go back a bit farther homing missle no longer lifts/launches, and moonwalk distance no longer scales with mspd. GJ warpportal nerf the strongest highest hitting physical class right after finally buffing there dmg output.
Theory's of future nerfs to come, sniping no longer affected by attackspeed, shootdown only shoot's 5 arrows 1x and is also not affected by attackspeed, Guess another top 10 reasons not to play destroyer thread is gonna be in the works.


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

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#9 Agitodesu

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Posted 08 August 2017 - 07:14 PM

Popcorn I honestly and truthfully think the destroyer nerf is a little bit too much.

 

In pvp shootdown/snipe are the foundation and pinnacle of destroyer damage, the next are gatling/aas/x attack. Other skills are rarely used and are not good at dealing damage.

 

However what I do understand is that if a really high geared player hits a low geared player it will reduce it by a large amount. On the other hand, I think the damage output on snipe is unjustified because it's one of the few skills that scales well without elements being applied.

 

The damage nerf is completely unjustified because I am completely assuming it doesn't include elements in the damage reduction. Other than to force players to rely on elements in higher regard.

Even if it did include elements in the final reduction, for snipe, I think it's not right. Shootdown can have the reduction IF element is reduced in the whatever equation by that %.

 

I hope the response is taken seriously. I'm also aware that the destroyer in pvp has very little skills to work with so I can understand why they chose those in particular(because there aren't much skills to work with for that class).

 

Git gud apocryphos skill cap for des is going up.


Edited by Agitodesu, 08 August 2017 - 07:19 PM.

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#10 Yuumikitsu

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Posted 08 August 2017 - 07:21 PM

Does the damage multipliers and final damage amplification even do anything? Since 99% of your damage comes from element in PvP it shouldn't really matter if you buff or nerf the raw damage output #6

Also 7 seconds longer snipe cooldown when it's their main damage and it's not even as broken as it used to be? I don't even play destroyers and I think that the max increase of the cooldown in PvP should be like 2-3 seconds not 7. They only have a grenade and chain combos to work with as crowd control that's viable in PvP and I don't think this is the way to adjust them correctly. Maybe nerf the N2 ammunition effect from a whole minute to 10-15 seconds since they usually re-apply it all the time anyways, it works as bonus damage at this point.
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#11 Agitodesu

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Posted 08 August 2017 - 07:25 PM

Does the damage multipliers and final damage amplification even do anything? Since 99% of your damage comes from element in PvP it shouldn't really matter if you buff or nerf the raw damage output #6

 

Some skills just have extremely high scaling off damage when a crit goes off. I can assure you that its the same for snipe in particular, what makes the damage high isn't elements but its raw damage. If you test with an overlord with 0 elements, you'll sometimes get crit by some skills and you will be like dafuq is that damage.

 

Also the ammunition effect is strong in 1v1 lobby, but seems less effective in bsq since potions op.


Edited by Agitodesu, 08 August 2017 - 07:28 PM.

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#12 Apocryphos

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Posted 08 August 2017 - 07:26 PM

The damage reduction severely affect sniping since sniping scales with x damage since elements just sits on top. elements do not scale with CD, so this is a very hard hitting Nerf. At least for sniping it reduces total overall damage of -18k(over the span of 6 hits). This just makes it more mandatory to x-spam now since skills have larger cool downs and less rewarding damage clearly it's time to switch classes.


Edited by Apocryphos, 08 August 2017 - 07:58 PM.

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#13 Yuumikitsu

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Posted 08 August 2017 - 07:54 PM

Some skills just have extremely high scaling off damage when a crit goes off. I can assure you that its the same for snipe in particular, what makes the damage high isn't elements but its raw damage. If you test with an overlord with 0 elements, you'll sometimes get crit by some skills and you will be like dafuq is that damage.

Also the ammunition effect is strong in 1v1 lobby, but seems less effective in bsq since potions op.


Potions op indeed

Why would it even be that way? I mean, does every class have one certain spell or is it just a few classes that has those spells? Since all classes I've played so far deal like 30-50 dmg on everything in PvP without element. I still think that even if it is the case, snipe should deal a lot of damage since they make themselves vulnerable and stop every attack they're doing for a higher burst of damage. The PvP I've seen so far is that lvl 1 weapons only deal like 100 less damage thanks to the element damage if you compare it to a lvl 81 weapon :/
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#14 Yuumikitsu

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Posted 08 August 2017 - 07:59 PM

The damage reduction severely affect sniping since sniping scales with x damage since elements just sits on top. elements do not scale with CD, so this is a very hard hitting Nerf. At least for sniping it reduces total overall damage of -15k(over the span of 5 hits). This just makes it more mandatory to x-spam now since skills have larger cool downs and less rewarding damage clearly it's time to switch classes.


All aboard the X spam train! *Choo choo*

Nah but I completely agree with all your points and it just feels like the adjustments could have been directed at something else that was needed since destroyers are pretty balanced in their current position without the nerf. Snipe should deal a lot of damage compared to any other of their attack since it was made for that purpose.
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#15 Apocryphos

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Posted 08 August 2017 - 08:00 PM

My rule of thumb for determining whether a skill scales off weapon base or not is If it has the words "Weapon Physical Attack Power :" Then it automatically scales with the base and not the total. Examples of skills that scale on total that i can think off the top of my head are, Sniping 5x 1 arrow, Vulcan 850% of total,  AutoShot System 350%(the bonuses are weapon based),and wood rush(ninja 240%). Still king of the damage Summoner w/ the 15k-45k+ damage, was slowly thinking physical classes would get there. disappointed!

 

Skill Changes (PvP only)
Specialist
Sniping: Cooldown increased by 7 seconds in PvP, Damage reduced by 30% in PvP
 
Archer
Shootdown: Cooldown increased by 1 second in PvP, Damage reduced by 20% in PvP
 
 
Please try the changes out and give us some feedback (only about the changes – please post further discussions, suggestions and proposals in the particular class sections of the forums).
If you think that some further adjustments are needed please tell us why you think it's necessary.

First of all we don't need to wait to try these changes out. We already know what -30% damage reduction will equate to especially that near double the time for cooldown on sniping. What exactly do you do during the 15 second cooldown, that won't hinder your teammates ability to catch,[nothing maybe try to land a soporific after launching them, since flash-bang always yields to a lag walk].


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

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#16 Yuumikitsu

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Posted 08 August 2017 - 08:26 PM

My rule of thumb for determining whether a skill scales off weapon base or not is If it has the words "Weapon Physical Attack Power :" Then it automatically scales with the base and not the total. Examples of skills that scale on total that i can think off the top of my head are, Sniping 5x 1 arrow, Vulcan 850% of total, AutoShot System 350%(the bonuses are weapon based),and wood rush(ninja 240%). Still king of the damage Summoner w/ the 15k-45k+ damage, was slowly thinking physical classes would get there. disappointed!


I've never noticed the difference tbh since the silence trap on Sentinel has 850% damage and shootdown has 12% damage yet it still deals more than the silence trap, the numbers are just confusing now with the element damage in place. Don't know if they were true earlier though.
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#17 Domeshot

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Posted 08 August 2017 - 09:24 PM

It may be better to keep the cooldown the same, but have the damage reduction at 30% for snipe, or vice versa. Both of these on destroyers may be a little too harsh. Also, you guys forgot to nerf the battery HP recovery on invokers if you're aiming to reduce healing affects in pvp.


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#18 BlackDragonLord

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Posted 08 August 2017 - 09:29 PM

I believe that the nerf on Destroyer is too much. This is literally the only class that should not be nerfed at all. Also why do the magic classes still have the highest multiplier? A support class (Invoker) should not deal that much damage and the summoner class can reach like 60k magic attack. This is not normal, they should get the lowest multiplier... The other things are fine.


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#19 Apocryphos

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Posted 08 August 2017 - 10:12 PM

Here's a thread* about my thoughts on this nerf. Link


Edited by Apocryphos, 08 August 2017 - 10:12 PM.

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#20 Popcorn

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Posted 08 August 2017 - 10:33 PM

Specialist
Sniping: Cooldown increased by 7 seconds in PvP, Damage reduced by 30% in PvP


Sorry, this is a typo. Cooldown for Sniping is increased by 2 seconds in PvP.

The damage reduction is no typo. The sniping skill has 600% final damage amplification per hit (in Lv.5 - the description is stating that wrongly) which means that with critical damage of 600% and a final critical rate of 40% almost every 2nd hit can do 36x final damage. 30% damage reduction results in a 400% final damage amplification which means that with a crit damage of 600% and a final crit rate of 40% almost every 2nd hit can do 24x final damage. 

 

 


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#21 Apocryphos

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Posted 08 August 2017 - 10:41 PM

Mildly relieved, though not entertained that the class still got nerfed what else is a destroyer suppose to do during those extra seconds, should've just kept it as is basically a 10% nerf considering the relatively low class modifier, still no stopping power very little synergy in endgame.


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#22 Popcorn

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Posted 08 August 2017 - 10:43 PM

Also why do the magic classes still have the highest multiplier? A support class (Invoker) should not deal that much damage and the summoner class can reach like 60k magic attack. This is not normal, they should get the lowest multiplier... The other things are fine.

 

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:

 

 

Calculation of resulting Damage

BonusDamage = 0
FinalDamage = ((MinMAtk…MaxMAtk) * 1.5) + BonusDamage + SkillDamage

 

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.


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#23 Apocryphos

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Posted 08 August 2017 - 10:48 PM

More idle time for destroyer any particular reason why such a nerf was implemented it was already indirectly nerfed with Critical damage/2 atkspd300% and meta shift to health. Are you planning on shifting the class modifier up for destroyer to make up for it?! Are we going to go full circle?! +20% -30%+10%!? Your thoughts on what a destroyer does when these 2 skills are on cooldown?


Edited by Apocryphos, 08 August 2017 - 10:49 PM.

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#24 BlackDragonLord

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Posted 08 August 2017 - 10:51 PM

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.

 

I guess small and slow changes will work since a sudden change will really mess things up with players. Meh, if this can work i don't mind waiting because i really can't stand to see those classes like this.


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#25 Popcorn

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Posted 08 August 2017 - 10:55 PM

Mildly relieved, though not entertained that the class still got nerfed what else is a destroyer suppose to do during those extra seconds, should've just kept it as is basically a 10% nerf considering the relatively low class modifier, still no stopping power very little synergy in endgame.

 

Please try it out as it is now. We should have mentioned that those skill changes are in testing phase too. Not everything is carved in stone. We would willing to do a compromise of 20% damage reduction (in PvP) if after testing it 30% are too much. 

 

Try it out and give feedback after testing. It should be real feedback and not "I want it because I want it" or "I want it because I am a destroyer" (this statement is not directed to anyone in particular, it's meant generally).

 

We did buffs for the destroyer in the past: 300% ATK speed for PvP again (Destroyer), 600% CD for Destroyer, halved cooldown time on Vulcan skill, multiplier at 1.2x for PvP/PvE.

 

 

 

low class modifier, still no stopping power very little synergy in endgame.

 

If you have suggestions/ideas to make this class better (besides giving it more damage) and how to give it stopping powers please let us know in the class section of the forums.


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