What's the point of this? Dual Wielders give up extra defense (shield) in order to reduce others defenses. Rough numbers: if someone has a 50% block chance, then a dual wielder only reduces their block chance to 37.5% instead of 25%. Same goes for high evade classes. If everyone thought Assassins were going to be insufferable before, just try landing hits on an Assassin if their evade rate never goes below 37.5% instead of down to 25%.
Phoenix Developers, what the hell is going on here? Don't be a Broadsword.
What's the point of this? Dual Wielders give up extra defense (shield) in order to reduce others defenses. Rough numbers: if someone has a 50% block chance, then a dual wielder only reduces their block chance to 37.5% instead of 25%. Same goes for high evade classes. If everyone thought Assassins were going to be insufferable before, just try landing hits on an Assassin if their evade rate never goes below 37.5% instead of down to 25%.
Phoenix Developers, what the hell is going on here? Don't be a Broadsword.
which merc/bm is giving up shield spec on this server lol
If anyone manages to get to 60% block chance, you can now guard a target vs DW for 45% block chance. That makes actually guarding targets viable. As a hero, I like that.
I have no idea how that affects stealther fights though. I figure it nerfs high RR stealthers to some extent who can afford maximum dodger.
If anyone manages to get to 60% block chance, you can now guard a target vs DW for 45% block chance. That makes actually guarding targets viable. As a hero, I like that.
I have no idea how that affects stealther fights though. I figure it nerfs high RR stealthers to some extent who can afford maximum dodger.
running 50 shield spec and moblock 9 on scout haven't been able to test yet though, will when I get home today.
If anyone manages to get to 60% block chance, you can now guard a target vs DW for 45% block chance. That makes actually guarding targets viable. As a hero, I like that.
I have no idea how that affects stealther fights though. I figure it nerfs high RR stealthers to some extent who can afford maximum dodger.
It boosts high RR stealthers so that now even other dual wielding classes will have a harder time hitting them.
This is a good change for the overall game. The block reduction from dual wield made it pointless to use a shield for anything other than slam as a solo/small man player. I’m glad that the devs opted to reduce the penalty rather than completely remove it, however, as removing the penalty completely + providing a massive amount of heal procs (why are there craftable high value heal procs, anyways???) results in shield users becoming unstoppable juggernauts as some of us witnessed in the waning days of the classic servers.
I imagine the OP is a melee ranger as this change is a pretty big net positive for just about every other class outside of assassins, and let’s be real, assassins probably need an additional “adjustment”. More specifically, something needs to be done about dodger. It is a huge problem that assassin classes can get their evade %chance up into the 40s essentially for free. Outside of purge and the occasional investment in their unique RA there is really nothing else for them to spend Realm Skill Points on. So as a result you get hyper defensive, invisible, poison-swapping beasts that can lay waste to all but the strongest of melee characters in 1v1.
I want to live in a world where a fearless Paladin, equipped with a sword and shield, takes his rightful place in the ranks of classes that have a chance to beat an assassin 1v1. Is this too much to ask?
Anyways, this is definitely an indirect nerf to melee rangers in the assassin matchup, especially with their inflated evade rates, but it is a benefit to so many other classes and the meta game as a whole— I think the sacrifice is well worth it. On average the ranger is getting about 4% additional evade chance and the assassin is gaining about 9-12% in the matchup. Yeah it is unfortunate, but certainly not an Armageddon scenario worthy of comparison to Broadsword/Mythic. Remember, they just arbitrarily removed the penalties entirely. Clearly something needed to be done with them then, as it needed to be now, but a complete removal was probably not the correct decision. Glad the devs here are showing moderation with these big changes.
As an aside— did some testing and on first glance it appears the other changes made to penetration might offset the reduction to the penalties somewhat. Worth a closer look or clarification before giving yourself a headache.
This is a good change for the overall game. The block reduction from dual wield made it pointless to use a shield for anything other than slam as a solo/small man player. I’m glad that the devs opted to reduce the penalty rather than completely remove it, however, as removing the penalty completely + providing a massive amount of heal procs (why are there craftable high value heal procs, anyways???) results in shield users becoming unstoppable juggernauts as some of us witnessed in the waning days of the classic servers.
I imagine the OP is a melee ranger as this change is a pretty big net positive for just about every other class outside of assassins, and let’s be real, assassins probably need an additional “adjustment”. More specifically, something needs to be done about dodger. It is a huge problem that assassin classes can get their evade %chance up into the 40s essentially for free. Outside of purge and the occasional investment in their unique RA there is really nothing else for them to spend Realm Skill Points on. So as a result you get hyper defensive, invisible, poison-swapping beasts that can lay waste to all but the strongest of melee characters in 1v1.
I want to live in a world where a fearless Paladin, equipped with a sword and shield, takes his rightful place in the ranks of classes that have a chance to beat an assassin 1v1. Is this too much to ask?
Anyways, this is definitely an indirect nerf to melee rangers in the assassin matchup, especially with their inflated evade rates, but it is a benefit to so many other classes and the meta game as a whole— I think the sacrifice is well worth it. On average the ranger is getting about 4% additional evade chance and the assassin is gaining about 9-12% in the matchup. Yeah it is unfortunate, but certainly not an Armageddon scenario worthy of comparison to Broadsword/Mythic. Remember, they just arbitrarily removed the penalties entirely. Clearly something needed to be done with them then, as it needed to be now, but a complete removal was probably not the correct decision. Glad the devs here are showing moderation with these big changes.
As an aside— did some testing and on first glance it appears the other changes made to penetration might offset the reduction to the penalties somewhat. Worth a closer look or clarification before giving yourself a headache.
You are spot on about my main on live being a Melee Ranger (couldn't solo the Merc due to radar on live). However with the Phoenix devs being so aggressive with combatting radar and other hacks I'm going back to solo/smallman on the Merc here on Phoenix. With that being said even a dual wielding Tank would have issue with fighting an Assassin with even a few ranks of Dodger, especially considering the fact that the Light Tank would start off the fight debuffed by the Assassin.
Sure, this will impact the small number of Melee Rangers (and the remainder of the Hybrid Rangers) but this will affect Light Tanks the most, as they will be more numerous on the server. Light Tanks will also be less effective at attacking Guarded targets which definitely reduces their role in 8v8 and zerg warfare. Has anyone actually considered this?
I don’t think we have to worry about light tanks being situationally slightly less effective. They are already over represented and the fringe cases of a target being guarded won’t cripple them. If anything this is a boon because it helps defensive oriented shield users hash out a more meaningful role, although I doubt it will end up resulting in much of a difference to the overall server meta.
We won against most grp. Especially Nix, Axxess and Zenai grp, unexpectedly easy. ;p So would say that this change has a positive impact on grp composition.
We won against most grp. Especially Nix, Axxess and Zenai grp, unexpectedly easy. ;p So would say that this change has a positive impact on grp composition.
We won against most grp. Especially Nix, Axxess and Zenai grp, unexpectedly easy. ;p So would say that this change has a positive impact on grp composition.
We won against most grp. Especially Nix, Axxess and Zenai grp, unexpectedly easy. ;p So would say that this change has a positive impact on grp composition.
Grim.
Super vague and not useful. :thumbs up:
Ok. I just said that instead of having a grp with 2-3 BM, we had a grp with different mdps classes. If you absolutely need names : Lvgvs, Stuningstylez, Grim. (names are adding a lot of weight...isn't it)
The taunt on Nix grp was a joke on some friendly banter we had the day before and to show that with diversity, we managed to pull some wins.
But what I am sure of is that your comment was meant to be snippy and humiliating. Try being nice to people, toxic attitude does not help the community.
Everyone saying this is a boost to Assassins is forgetting that assassins are also DW, so they'll evade move V other assassins and light tanks but hit less against other assassins, friars, VW, anything with a shield etc etc.
What this really is, is the melee scout boost we've all been praying for, VIVA LA MELEE