Current Bugs / Nerfs / Fixes

Started 25 Jul 2019
by mze
in Ask the Team
Currently there are many things that really require the staffs attention and needs to be changed / fixed asap.

Some examples:

TWF - change the Height to just 1 Floor, you shouldnt be able to wipe whole zergs in keeps with this
Scouts - Shooting through keep walls etc
GTAoE - Needs a Fix so it does not hit through walls inside keeps...
Animist Wisps - You can kite them, which shouldn't be possible
Animist Shroom Range - changing the Turrets to 300 seems ok for me, changing the tanglers to 300 doesn't. Also reduce the range to a keep that is required, sometimes if you fight near a tower, you receive the range penalty and you are wondering why
Minstrel Charming purple pets - shouldn't be possible so easy, charm should get resisted more often
Default Resist in RVR - Resist Rate is way too high with 10% on 50 Spells (maxed with mof), it should be changed to livelike 5%

I have reported several bugs in the tracker already, nothing is happening - this is ruining the whole server, albs and mids are literally unstoppable, having classes that are way more viable in classic/si with TWF than hib (reaver, bd compared to warden...) are complete gamechangers in case of zergfights.

Also another mention, there is a reason for RR5 RA in NF, with all the RAs that came in, the classes need abilities to protect themselves or higher their own utility. When you bring in NF RA's, please also bring in RR5 RA's, leaving them out is causing balance issues...
Thu 25 Jul 2019 1:59 PM by Sepplord
what's the question?


Suggestion go here:
https://forum.playphoenix.online/viewforum.php?f=10
Thu 25 Jul 2019 3:50 PM by EternitySphere
TWF - change the Height to just 1 Floor, you shouldnt be able to wipe whole zergs in keeps with this
Scouts - Shooting through keep walls etc
GTAoE - Needs a Fix so it does not hit through walls inside keeps...
Animist Wisps - You can kite them, which shouldn't be possible
Animist Shroom Range - changing the Turrets to 300 seems ok for me, changing the tanglers to 300 doesn't. Also reduce the range to a keep that is required, sometimes if you fight near a tower, you receive the range penalty and you are wondering why
Minstrel Charming purple pets - shouldn't be possible so easy, charm should get resisted more often
Default Resist in RVR - Resist Rate is way too high with 10% on 50 Spells (maxed with mof), it should be changed to livelike 5%

- Twf is being addressed and fixed. (Not nerfed, fixed. It was never intended to act the way it does on this server, regardless of the amount of those complaining they won't be able to hit rr9 in 2-3 weeks. Any ability that can have that affect on any class is broken, period.)
- It's called volley.
- Gtaoe has never required LoS.
- The way the wisps work (follow their target) has always opened them up to kiting. Working as intended.
- The animist adjustment is perfectly acceptable and still makes them a viable class for sieges.
- Minstrel have always been able to charm higher level npc. Charming and holding onto a purple con is very difficult with high resist rates. I will say though, given my experience with minstrel on this server so far, there are some bugs with charm not working as well as it should. When I was 48, I had a level 49 pet charmed and was getting a 26% resist rate on the charm pulses. When I hit 49, with the same exact mob still charmed, my resist rate (when it finally did resist) popped up at 1%. Nothing changed except my level which should not have any bearing on the calculation. The calculation is based on the spell level, +instrument level, MoFocus, and the pet's level. So there is something wrong with the minstrel charm calculation on the server. Given there is some flaw in the minstrel pet charm calculation, it's possible there may be an issue with minstrel's being able to hold on to higher con pets more then they should be able to, I have not tested resist rates with purple cons but will be looking into it to see if there is any notable difference then what I would expect from my other previous minstrels/servers.
- Your last point I agree with. The default resist rate for a 50 vs a 50 spell should be 5%. That is livelike.
Thu 25 Jul 2019 5:36 PM by mze
EternitySphere wrote:
Thu 25 Jul 2019 3:50 PM
TWF - change the Height to just 1 Floor, you shouldnt be able to wipe whole zergs in keeps with this
Scouts - Shooting through keep walls etc
GTAoE - Needs a Fix so it does not hit through walls inside keeps...
Animist Wisps - You can kite them, which shouldn't be possible
Animist Shroom Range - changing the Turrets to 300 seems ok for me, changing the tanglers to 300 doesn't. Also reduce the range to a keep that is required, sometimes if you fight near a tower, you receive the range penalty and you are wondering why
Minstrel Charming purple pets - shouldn't be possible so easy, charm should get resisted more often
Default Resist in RVR - Resist Rate is way too high with 10% on 50 Spells (maxed with mof), it should be changed to livelike 5%

- Twf is being addressed and fixed. (Not nerfed, fixed. It was never intended to act the way it does on this server, regardless of the amount of those complaining they won't be able to hit rr9 in 2-3 weeks. Any ability that can have that affect on any class is broken, period.)
- It's called volley.
- Gtaoe has never required LoS.
- The way the wisps work (follow their target) has always opened them up to kiting. Working as intended.
- The animist adjustment is perfectly acceptable and still makes them a viable class for sieges.
- Minstrel have always been able to charm higher level npc. Charming and holding onto a purple con is very difficult with high resist rates. I will say though, given my experience with minstrel on this server so far, there are some bugs with charm not working as well as it should. When I was 48, I had a level 49 pet charmed and was getting a 26% resist rate on the charm pulses. When I hit 49, with the same exact mob still charmed, my resist rate (when it finally did resist) popped up at 1%. Nothing changed except my level which should not have any bearing on the calculation. The calculation is based on the spell level, +instrument level, MoFocus, and the pet's level. So there is something wrong with the minstrel charm calculation on the server. Given there is some flaw in the minstrel pet charm calculation, it's possible there may be an issue with minstrel's being able to hold on to higher con pets more then they should be able to, I have not tested resist rates with purple cons but will be looking into it to see if there is any notable difference then what I would expect from my other previous minstrels/servers.
- Your last point I agree with. The default resist rate for a 50 vs a 50 spell should be 5%. That is livelike.

- With Scouts shooting through keeps, I meant the NPC Scouts, the Keepguards
- You are right, GTAoe never required LoS but it required the targets to stand in a clear LoS to the groundtarget right?
- You are not able to kite animist wisps on live, you can run them out for a second yes, but you are not able to travel away from them with speed.
- animist adjustments are not really acceptable, especially not for the tanglers.
Thu 25 Jul 2019 5:43 PM by gruenesschaf
Just like live has artifact / high end weapons with a 5% extra hit chance, (some forms of, e. g. cloudsong / traldor buff) spell resist pierce not only reduces the resists like a resist debuffs, it actually also reduces the chance to completely resist a spell.

To offset those 2 things that don't exist here we added for melees that their spec in a weapon line slightly reduces the miss chance and for casters we reduced the base resist chance from 15% to 10% and made dual component spells only have an additional 2.5%.
Thu 25 Jul 2019 6:21 PM by Elekur
gruenesschaf wrote:
Thu 25 Jul 2019 5:43 PM
Just like live has artifact / high end weapons with a 5% extra hit chance, (some forms of, e. g. cloudsong / traldor buff) spell resist pierce not only reduces the resists like a resist debuffs it but it actually also reduces the chance to completely resist a spell.

To offset those 2 things that don't exist here we added for melees that their spec in a weapon line slightly reduces the miss chance and for casters we reduced the base resist chance from 15% to 10% and made dual component spells only have an additional 2.5%.

Does this apply to VW scythe weapon line? Since my miss chance is still 9,65% at the second style of the side chain.
Thu 25 Jul 2019 6:46 PM by EternitySphere
- With Scouts shooting through keeps, I meant the NPC Scouts, the Keepguards
- You are right, GTAoe never required LoS but it required the targets to stand in a clear LoS to the groundtarget right?
- You are not able to kite animist wisps on live, you can run them out for a second yes, but you are not able to travel away from them with speed.
- animist adjustments are not really acceptable, especially not for the tanglers.

- NPC archers do need to be addressed, I think everyone can agree with that. This is a known issue that has been worked on and is being worked on still afaik.
- Nope.
- I vividly remember seeing them being kited in situations where they are cast at the end of their cast range at enemies while they were inc and them swerving to run the wisps timer out. I never grouped Ani much in my Hib 8man but witnessed it on a few occasions and had friends in Hib/Mid/Alb discuss kiting them.
- Even with 300 range they can still be effective. It requires much more strategic and proactive placement vs just being able to plop them down to cover huge swaths of land, so it's perfectly fine for those that can adapt. 300 is more then enough to cover an entrance or placed on the corner of a keep as defenders hug the wall trying to make their way in. Anytime gameplay involves any increase in thinking it begins to thin out the field of those that are more strategic vs those that can't look past their hotbar.
Thu 25 Jul 2019 6:48 PM by gruenesschaf
EternitySphere wrote:
Thu 25 Jul 2019 6:46 PM
- NPC archers do need to be addressed, I think everyone can agree with that. This is a known issue that has been worked on and is being worked on still afaik.

Npc archer are working as intended and are not being worked on currently, however, it's likely that it will soon be changed to at least require los between draws and not just to aquire a target.
Thu 25 Jul 2019 6:58 PM by EternitySphere
Npc archer are working as intended and are not being worked on currently, however, it's likely that it will soon be changed to at least require los between draws and not just to aquire a target.

I thought I recalled them working similar to how they do now, once they have you as a target being able to shoot through walls. It was like that in OF and for most of the start of NF. Eventually it was changed to require LoS so I assumed it was going to be addressed and corrected to live's LoS fix. I hope that didn't come out as presumptuous, seemed likely to me their would be an adjustment to them similar to live's.
Thu 25 Jul 2019 8:07 PM by gruenesschaf
Afaik in OF they behaved like they do now, just need los at some point and will then harass you as long as you are in range. We'll change them that they will need los for every draw but firing an arrow once drawn will always happen, regardless of los, just like mobs only need los to start a cast but will then always finish their cast regardless of los / range.
Thu 25 Jul 2019 9:00 PM by EternitySphere
They did act like they do now in OF/NF start. The single LoS check per draw on them would be less likely to be abused (vs the double LoS check) and makes more sense.
Fri 26 Jul 2019 7:03 AM by mze
gruenesschaf wrote:
Thu 25 Jul 2019 8:07 PM
Afaik in OF they behaved like they do now, just need los at some point and will then harass you as long as you are in range. We'll change them that they will need los for every draw but firing an arrow once drawn will always happen, regardless of los, just like mobs only need los to start a cast but will then always finish their cast regardless of los / range.

Thanks for your replies here, very appreciated!

Resist Pierce has been introduced to ensure casters are balanced for PvP, imagine every 10th spell being resisted, with NF RA's like DET, Purge in almost every fight, TWF (which doesn't get resisted), it is a hard time as a caster facing all the melees. Casters should get the ability to reduce resist rate to 5%, best case would be ofc, to reduce it generally.

The change to the scouts would be very good, they also deal super high damage and when near a keep, there is so many of them that you are not able to go anywhere without them being aggro on u (I understand they are guards, but they should stick to line of sight as every player has to).

What about the other bugs / issues?
Fri 26 Jul 2019 7:29 AM by gotwqqd
mze wrote:
Fri 26 Jul 2019 7:03 AM
gruenesschaf wrote:
Thu 25 Jul 2019 8:07 PM
Afaik in OF they behaved like they do now, just need los at some point and will then harass you as long as you are in range. We'll change them that they will need los for every draw but firing an arrow once drawn will always happen, regardless of los, just like mobs only need los to start a cast but will then always finish their cast regardless of los / range.

Thanks for your replies here, very appreciated!

Resist Pierce has been introduced to ensure casters are balanced for PvP, imagine every 10th spell being resisted, with NF RA's like DET, Purge in almost every fight, TWF (which doesn't get resisted), it is a hard time as a caster facing all the melees. Casters should get the ability to reduce resist rate to 5%, best case would be ofc, to reduce it generally.

The change to the scouts would be very good, they also deal super high damage and when near a keep, there is so many of them that you are not able to go anywhere without them being aggro on u (I understand they are guards, but they should stick to line of sight as every player has to).

What about the other bugs / issues?
Agree
Mastery of Focus should not be contained to only upping a spell to 50.
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