cRPG

cRPG => General Discussion => Topic started by: San on November 04, 2018, 12:53:43 am

Title: 5.3.7.0 Patch Notes
Post by: San on November 04, 2018, 12:53:43 am
I can't post in the announcements area, so here are some of the changes:

Patch Notes for 5.3.7.0

Global:

-Armor Soak/Reduce change: Cut and low blunt and pierce damage buffed, high blunt and pierce damage nerfed. Blunt was changed more, so low blunt damage (spears) are much better and high blunt damage is more toned down.
-Wpf penalties from armor are separately calculated for each armor piece, better for medium gear.
-Weapon Master raises the minimum melee wpf for each point
-Shared Melee Wpf improved (More than what is shown on the website)
-Horses given an innate resistance to arrows, and innate weaknesses to pikes and throwing weapons
-1h attack nudge animation length increased. Increased stun against attacking opponents returned.
-Reverted the roll change due to issues with in-place rolls.
-Bows and Crossbows given weapon lengths to decrease maximum run speed
-High difficulty shields use strength to equip (currently only board shields)

Strat:
Dave: Strat siege equipment buff
Dave: Changed XP rewards (bigger base value, less gear oriented)

Items (Images Below)
-Internal Bow adjustments to bring weaker weapons up to par against some of the stronger ones.
-Ammo counts decreased across the board
-Board Shields given strength requirements
-Cav Buff: Speedier light horses, tankier heavy horses, increased difficulties.
-Throwing weapons given potent melee secondary modes with decreased ammo.
-Minor Armor value adjustments
-Strong 1h blunt/pierce weapons slowed down.

New Weapons:
-1h: Spiked Battle Axe
(click to show/hide)
-2h: Long Swiss Saber
(click to show/hide)

Comments:

All classes can hybridize more easily. Players with mid-weight and lighter gear should have a little more wpf (~6-7) and heavy gear players around the same. Having a lot of weapon master raises your melee wpf up from 1, so off-hand weapons should be usable for most players. Tatar arrows should be majorly buffed with the soak/reduce changes, though still weaker than bodkins against armor > 60.


Major Item changes:
(click to show/hide)
Title: Re: 5.3.7.0 Patch Notes
Post by: Ikarus on November 04, 2018, 01:02:47 am
first

also thank you for putting work into this moddy mod
Title: Re: 5.3.7.0 Patch Notes
Post by: Zeus_ on November 04, 2018, 01:29:09 am
Time to go polearm again to pike some horses
Title: Re: 5.3.7.0 Patch Notes
Post by: Phoenix on November 04, 2018, 01:34:23 am
so basically what youre telling me is that u nerfed the bec again and nerfed plate armor and made balanced builds more op
Title: Re: 5.3.7.0 Patch Notes
Post by: Calmir on November 04, 2018, 01:43:01 am
so basically what youre telling me is that u nerfed the bec again and nerfed plate armor and made balanced builds more op

You are implying that balanced builds were OP prior to this update, which is untrue. This will just help make them playable...
Title: Re: 5.3.7.0 Patch Notes
Post by: Casul on November 04, 2018, 01:48:17 am
ModDB matters.
Title: Re: 5.3.7.0 Patch Notes
Post by: Phoenix on November 04, 2018, 01:55:03 am
ModDB matters.

Title: Re: 5.3.7.0 Patch Notes
Post by: Asheram on November 04, 2018, 01:58:54 am
cool Asheram is back on his sumpter and Asheran is putting throwing daggers back for cav/archer harassment.
Title: Re: 5.3.7.0 Patch Notes
Post by: San on November 04, 2018, 02:15:15 am
It's more like, depending on your build, it's best if you wear consistent gear -- All light, medium, heavy. If you mix-match heavy and light gear, you might get penalized a bit more than before, though barely noticeable. In that sense, it doesn't always help balanced builds.
Title: Re: 5.3.7.0 Patch Notes
Post by: Gravoth_iii on November 04, 2018, 02:28:10 am
-Armor Soak/Reduce change: Cut and low blunt and pierce damage buffed, high blunt and pierce damage nerfed. Blunt was changed more, so low blunt damage (spears) are much better and high blunt damage is more toned down.

visitors can't see pics , please register or login
Title: Re: 5.3.7.0 Patch Notes
Post by: San on November 04, 2018, 02:43:23 am
More info on WM change: If you have around 7 WM, if your melee wpf is below ~100, it will bump it up to 100.
Title: Re: 5.3.7.0 Patch Notes
Post by: Miley on November 04, 2018, 03:03:51 am
You are implying that balanced builds were OP prior to this update, which is untrue. This will just help make them playable...

They've always been playable, at least t0 me... I've always been balanzed!!!1
Title: Re: 5.3.7.0 Patch Notes
Post by: Asheram on November 04, 2018, 03:16:49 am
They've always been playable, at least t0 me... I've always been balanzi!!!1
Title: Re: 5.3.7.0 Patch Notes
Post by: Chestaclese on November 04, 2018, 05:36:57 am
-Throwing weapons given potent melee secondary modes with decreased ammo.


What do you mean by decreased ammo? What qualifies for that?
Title: Re: 5.3.7.0 Patch Notes
Post by: Asheram on November 04, 2018, 05:54:51 am
probably the one that was given 1h melee. Throwing daggers and such have same ammo count if it changes well mod sucks
Title: Re: 5.3.7.0 Patch Notes
Post by: San on November 04, 2018, 05:59:34 am
-Throwing weapons given potent melee secondary modes with decreased ammo.


What do you mean by decreased ammo? What qualifies for that?

Ammo was decreased for some throwing weapons, but their secondary modes were buffed quite a bit.

Another misc change that I forgot to put down:
-Some powerful 2h/1h weapons such as 2h morningstar were made 2h-only to slightly reduce damage on horseback (will still likely 1shot, but may not deal a bajillion damage)
Title: Re: 5.3.7.0 Patch Notes
Post by: Grumbs on November 04, 2018, 09:29:58 am
It's more like, depending on your build, it's best if you wear consistent gear -- All light, medium, heavy. If you mix-match heavy and light gear, you might get penalized a bit more than before, though barely noticeable. In that sense, it doesn't always help balanced builds.

Can you explain how this works a bit more? Light gloves with heavy body armour gets penalised?
Title: Re: 5.3.7.0 Patch Notes
Post by: Panos_ on November 04, 2018, 09:58:34 am
Dear god, the horses look almost normal after 8 years, good one San.  :mrgreen:
Title: Re: 5.3.7.0 Patch Notes
Post by: Asheram on November 04, 2018, 10:10:31 am
So if I used light body armor but med/heavy gloves and boots before patch will I know be penalized?
Title: Re: 5.3.7.0 Patch Notes
Post by: Kadeth on November 04, 2018, 11:32:49 am
powerful update
Title: Re: 5.3.7.0 Patch Notes
Post by: Tore on November 04, 2018, 03:26:03 pm
Do people still play? I only see 3-4 people on DTV when I check
Title: Re: 5.3.7.0 Patch Notes
Post by: Novamere on November 04, 2018, 03:38:39 pm
We need strat improvements and for it to get reset for the playerbase to comeback even at the end of this most recent strat when there were battles afterwards sometimes NA1 would have 40+ people
Title: Re: 5.3.7.0 Patch Notes
Post by: fetus on November 04, 2018, 05:00:58 pm
Title: Re: 5.3.7.0 Patch Notes
Post by: Yeldur on November 04, 2018, 08:03:45 pm
will he ever find himself? this is the question
Title: Re: 5.3.7.0 Patch Notes
Post by: the real god emperor on November 04, 2018, 11:59:35 pm
update got me

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Title: Re: 5.3.7.0 Patch Notes
Post by: Bryggan on November 05, 2018, 02:07:25 am
I went from 6 to 4 jarids.  As a hybrid, I barely scratch armour with my jarids unless I get a headshot.  And, of course, everything I put in PT is taken away from my other skills (a point I futilely try to explain to duelers (and yes, I know I suck at duels no matter what the build)).

An archer pretty much does the same damage as a jarid does, and an X bow does more.  So this is absolute bullshit... unless you just want this whole community to be 2 hander/polearm... which you probably do.
Title: Re: 5.3.7.0 Patch Notes
Post by: Tristan_of_Erzoth on November 05, 2018, 04:49:35 am
beefsplitter now has bonus vs shield btw
Title: Re: 5.3.7.0 Patch Notes
Post by: Gravoth_iii on November 05, 2018, 04:55:08 am
So this is absolute bullshit... unless you just want this whole community to be 2 hander/polearm... which you probably do.

 :mrgreen: :mrgreen:

You'll probably have to go for 100% throwing now, but see if theres any weapon that actually got good from the melee buffs. This is the point where the nerfs hit and forces you to specc out of hybrid into pure, until the point where there are complaints about ranged not doing any melee and so a new patch comes out essentially reverting back to hybrid builds being generally alright'ish and repeat.
Title: Re: 5.3.7.0 Patch Notes
Post by: Bryggan on November 05, 2018, 05:25:56 am
:mrgreen: :mrgreen:

You'll probably have to go for 100% throwing now, but see if theres any weapon that actually got good from the melee buffs. This is the point where the nerfs hit and forces you to specc out of hybrid into pure, until the point where there are complaints about ranged not doing any melee and so a new patch comes out essentially reverting back to hybrid builds being generally alright'ish and repeat.

Well, they gave the jarids a melee buff.  But they are just a stab and very, very short range.  But they can block, so very good for pure throwers.  But if I wanted to be pure ranged I would have gone xbow or archer.  I made this build to counter archers and cav, plus it's useful in strat where you can throw on the ladder at the polearm guys, and still be useful in melee mainly for blocking enemy attacks while your 2h or polearm buddy gets the kill.  It gives you terrible scores, but it really helps the team.

I'm just wondering what inspired this nerf?  Was it that there were too many throwers? Cuz I never saw that, unlike other ranged.  I think somebody was playing his Conan build and got that 5% chance head shot from a throwing weapon and rage-nerfed.

The accuracy was already nerfed, and then they took 30% of my ammo away.  After investing 7 skill points into throwing, what the fuck is the point of my character?  I demand a free respec so I can go 100% melee and bitch about archers and cav... and probably not play much anymore cuz I suck at duelling.

But seriously... who complained?  Throwers are still pretty rare.
Title: Re: 5.3.7.0 Patch Notes
Post by: Rest_in_Peace on November 05, 2018, 10:41:08 am
Well, they gave the jarids a melee buff.  But they are just a stab and very, very short range.  But they can block, so very good for pure throwers.  But if I wanted to be pure ranged I would have gone xbow or archer.  I made this build to counter archers and cav, plus it's useful in strat where you can throw on the ladder at the polearm guys, and still be useful in melee mainly for blocking enemy attacks while your 2h or polearm buddy gets the kill.  It gives you terrible scores, but it really helps the team.

I'm just wondering what inspired this nerf?  Was it that there were too many throwers? Cuz I never saw that, unlike other ranged.  I think somebody was playing his Conan build and got that 5% chance head shot from a throwing weapon and rage-nerfed.

The accuracy was already nerfed, and then they took 30% of my ammo away.  After investing 7 skill points into throwing, what the fuck is the point of my character?  I demand a free respec so I can go 100% melee and bitch about archers and cav... and probably not play much anymore cuz I suck at duelling.

But seriously... who complained?  Throwers are still pretty rare.

They nerfed throwing into complete dogshit when only 2/3 ppl actively played that shit in EU when it was alive. During that time half the server was an xbow f4g0t or f4gch3r nice. rly good balance team btw.

also cav buff lol retarded
Title: Re: 5.3.7.0 Patch Notes
Post by: Tristan_of_Erzoth on November 05, 2018, 08:51:03 pm
Throwing axes also got a buff on their melee mode @bryggan. Could take some of those along with your jarids instead of the axe you bring. Gives you some more ammo and you still get an axe
Title: Re: 5.3.7.0 Patch Notes
Post by: Sniger on November 06, 2018, 01:43:56 pm
what about the 1h right swing? :)

left is the quick, shorter range attack and right should be the wide longer range attack.

when the "new" 1h right swing was introduced it was with the argument that it makes it easyer to hit the head and i think this is a very wrong reason to change the right swing. we lost the range that we used the right swing for to make it easier for noobs to hit the head, im sorry but its just stupid. learn to aim like we have to learn everything else in this game. i want my 1h wide flat right swing back!

i dont mean to offend anyone, i like several other changes this person made, but this 1h right swing is just very wrong and have always been very wrong, i hated it since day 1
Title: Re: 5.3.7.0 Patch Notes
Post by: Jona on November 06, 2018, 04:48:05 pm
what about the 1h right swing? :)

left is the quick, shorter range attack and right should be the wide longer range attack.

when the "new" 1h right swing was introduced it was with the argument that it makes it easyer to hit the head and i think this is a very wrong reason to change the right swing. we lost the range that we used the right swing for to make it easier for noobs to hit the head, im sorry but its just stupid. learn to aim like we have to learn everything else in this game. i want my 1h wide flat right swing back!

i dont mean to offend anyone, i like several other changes this person made, but this 1h right swing is just very wrong and have always been very wrong, i hated it since day 1

That was changed by tydeus and without him around no one knows how to adjust animations (or rather no one is brave enough to mess with them). That said, the rightswing is still the longest reaching 1h swing and it can outrange any 2h or polearm of comparable length.
Title: Re: 5.3.7.0 Patch Notes
Post by: Chestaclese on November 06, 2018, 06:15:57 pm
How'd you manage to make throwing worse? The next patch should just remove throwing from the game entirely
Title: Re: 5.3.7.0 Patch Notes
Post by: the real god emperor on November 06, 2018, 06:40:27 pm
Hahaha drown in your own shit thrower nerds
Title: Re: 5.3.7.0 Patch Notes
Post by: Bryggan on November 07, 2018, 01:19:06 am
How'd you manage to make throwing worse? The next patch should just remove throwing from the game entirely

I thought this patch just did.

I'm still not sure why they did this.  Throwers are few and far between, and pure throwers are generally easy to kill.  The several that they manage to land don't do a lot damage either unless they land a lucky headshot.
Title: Re: 5.3.7.0 Patch Notes
Post by: fetus on November 07, 2018, 01:02:39 pm
buff stones
Title: Re: 5.3.7.0 Patch Notes
Post by: Sniger on November 07, 2018, 06:50:33 pm
im sure i saw Ty reply in some thread very recently

...the rightswing is still the longest reaching 1h swing and it can outrange any 2h or polearm of comparable length.

the angle is wrong


Title: Re: 5.3.7.0 Patch Notes
Post by: Yeldur on November 08, 2018, 01:37:37 pm
I thought this patch just did.

I'm still not sure why they did this.  Throwers are few and far between, and pure throwers are generally easy to kill.  The several that they manage to land don't do a lot damage either unless they land a lucky headshot.
I pushed heavily for a nerf on War Darts due to the incredibly broken builds that were being abused like hell and killing off EU.. EU's dead again now anyways so it looks like they succeeded in their aims anyways. I don't remember specifically in regards to other throwing weapons, I'll have a look back through our changelog to see when the other throwing stuff happened.

edit: nerf happend btw FUCK u cassi u shitstain get owned nerd bundle of sticks fuck loser
Title: Re: 5.3.7.0 Patch Notes
Post by: Chestaclese on November 10, 2018, 02:33:58 am
Patch that broke the mod hahaha! You'll the worst
Title: Re: 5.3.7.0 Patch Notes
Post by: Calmir on November 10, 2018, 02:44:57 am
Patch that broke the mod hahaha! You'll the worst

scrub