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Patch Notes 2/7/2018


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#126 Onyzer

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Posted 13 February 2018 - 05:33 AM

The problems with the maps is that they are very narrow. A single spell can cover the whole width of the map (talking about the Z-axis), so it is of course very difficult in some situations to avoid some of these huge CCs. In a recent BSQ in which there were a lot of Sorcerers/Invokers/Summoners stacked in one team, I can say it was pretty much impossible to reach them when they covered the whole alley of one of the Fire Dragon map's side with their Blizzard / Penguins / Fire Emblems / Magnet / Chain Lightning / Quagmire / Rolling Stone.

 

 

something else that came to my mind as idea was the spam of any skills, doesnt matter which class, any class has some certain skills it just spams because it is on low cooldown and has the best efficiency, but what about decreasing the Damage of skills if they get used too often in a too short period of time, for sure this has to be individual for each class since some classes have overall higher cooldown and some lower or more skills and some less, this may bring more variety to the game and maybe knock ups and knock downs become usefull again because those skills are filler before the main skills are off debuff again.

 

This kind of thing is completely possible since it already exists on Destroyers' Atropine:

 

ltG53v5.png

 

If you use it in less than 30 seconds you'll not be able to debuff every type of effect, and the 3rd shot will make you lose a lot of HP. I lose 33k with the 3rd shot with 93k HP.


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#127 xfirebrandx

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Posted 13 February 2018 - 05:41 AM

something else that came to my mind as idea was the spam of any skills, doesnt matter which class, any class has some certain skills it just spams because it is on low cooldown and has the best efficiency, but what about decreasing the Damage of skills if they get used too often in a too short period of time, for sure this has to be individual for each class since some classes have overall higher cooldown and some lower or more skills and some less, this may bring more variety to the game and maybe knock ups and knock downs become usefull again because those skills are filler before the main skills are off debuff again.

 

Maybe add a charge system.

You can use a skill X every 5 seconds, when u do so the 1st one will do 100% of its dmg (cause u prbly have full charges) and the following does only 60% when its used after 5 seconds, when u wait 7 seconds its 80% and when u wait 9 seconds its 100% again. but only for pvp pls. xD


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#128 XiongmaoLin

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Posted 13 February 2018 - 06:43 AM

it like no one it reading what i say, or understand what i really said here.
 
am not talking about skill change at all. am only talking about the how any counter skill work in general.  The first effect ( freeze/stun/slow/blind/anti-jump/etc) need to have a reduction chance of stacking over a other after been trigger for the first time, and give a immunity of effect super short time 0.5 or 0.3 sec after the effect is off so you wont get spam in it again. That all.

 

If I might give you a piece of advice for your comments to be read and understood: write them in proper English, with at least capital letters where there ought to be some, a grammatical subject in each regular sentence and correct grammatical conjugation (and English has it plain and easy; had we been writing e.g. German, I would have been more lenient on a few things like adjectival declension in complex sentences, which learning is a terrible trial to some foreigners).
 
Do keep in mind that you are not alone: Linguee for example is your friend and will be glad to help you, as is Wordreference. Worry not, they do not bite anyone.
 
 
As for the CC-immunity: No. Possible. Way. This is equivalent to breaking at least Sorcerer's Emblem of fire, Blizzard and Snow blues, which all rely on successive hits to actually apply semi-reliable crowd control. Emblem of fire relies entirely on mini-stunning the target several times a second, in the same way Blizzard and Snow blues rely on several freezing hits to actually keep an opponent frozen for over 2s.
Making Emblem of fire actually useless and dividing Blizzard's and Snow blues' control time by three (not counting the fact that each of them freezes, so target would be shielded from both) might be going overboard a little.

 

EDIT: while I agree some of their skills provide extremely high CC, it is not as if they actually had a chance at hitting an opponent on their own, which is why I think removing such CC from their kit is a no-no: what would they have left beside 20% Phy/MagDamage reduction and First heal? I absolutely do not want mages to be CC monsters in PvE and mere tanks in PvP. That is too large a gap and too low a use.

Nor do I want them to become mere tanks in PvE, mind you.


Edited by XiongmaoLin, 13 February 2018 - 06:52 AM.

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#129 Vossel

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Posted 13 February 2018 - 07:51 AM

This is just my opinion, no offense please.

for now i wouldnt suggest it, since the general DPS dropped really low due to those x spam nerfs constant lock down is the fastest way to kill people properly now.

if things are more balanced out and it is still a problem there may be the time to talk about it again, but for now i think lock downs are needed especially in crowded PvP to take those tanks down since i havent really seen lot of people adapting to the changes and using other classes for real dmg.
i still see a lot of mages and archers and some classes which is good but for now there is not enough dmg to actually remove a constant lock

 


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#130 bluelokura

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Posted 13 February 2018 - 11:24 AM

These changes were very good. I enjoyed most battle squares I was in, regardless of winning or losing. I even saw some ninjas killing summoners, or last hitting some mages holding flags. Excellent changes overall. 


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#131 Khady

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Posted 13 February 2018 - 12:28 PM

i dont see a reason why "locking" someone shouldnt be possible. Instead of making the game more complicated with new features every patch aka "you cant use skill X/Y if you do T/Z" you should create an environment where people actually have some space to play. Either no one is in BSQ as far as i noticed or its 25/30 player where everyone lags and where the whole map is covered with crow control skills.

 

Once you cant lock someone other people will come and complain about how hard it is to kill the flagholder. Pls give it a rest and dont make the game more complicated. Instead of a real healing nerf the penalty point and the BSQ flag system was invented, yet only half of the playerbase understands the penalty system in Emporia. If you always add these "special" rules instead of making a real decission no one will benefit from it.

 

 


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#132 Tatsuyahime

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Posted 24 February 2018 - 05:48 AM

Not sure if i get this right but

First:

Sacrificing your summon in summoner's class is counted as healing, correct?
if yes, then I understand.
If no then, there might be someone who will abuse this kind of method (I might be to late at this moment since I just joined a guild and started knowing how Emporia Wars works after the latest updates)

Second:
You must attack the enemy or the core in order to remove the healing penalty.
In this case, I'm going to relate this to Summoner's class

"It is not counted if you attack a summoner's summon being to get off the healing penalty"

So is it counted that when you use a summon to attack enemy/core in order to release the healing penalty?

 

Hope you reply soon, Poppie and thanks for the hard work you did there :)


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