Based on the preliminary patch notes, to me anyway, it seems like Turbine failed to understand the actual cause of the problem. I imagine the exploit will still be possible, it just won't be quite as powerful.
Based on the preliminary patch notes, to me anyway, it seems like Turbine failed to understand the actual cause of the problem. I imagine the exploit will still be possible, it just won't be quite as powerful.
If by "failed to understand the actual cause" you mean "immediate skills cancel attack durations/animations"... that appears to be WAI at this time. The thing that made it abuseable was always being able to repeat it.
I didn't care if a champ was going to Brutal > Clobber me when Clobber was off cooldown. It was always the ability to do this without regard to the cooldown on the animation cutting immediate skill that broke it.
I'm not saying I think the current immediate skill functionality even with this fix is a GOOD idea, just that due to time/money or opinion, this looks to be the fix we get.
If by "failed to understand the actual cause" you mean "immediate skills cancel attack durations/animations"... that appears to be WAI at this time. The thing that made it abuseable was always being able to repeat it.
I didn't care if a champ was going to Brutal > Clobber me when Clobber was off cooldown. It was always the ability to do this without regard to the cooldown on the animation cutting immediate skill that broke it.
I'm not saying I think the current immediate skill functionality even with this fix is a GOOD idea, just that due to time/money or opinion, this looks to be the fix we get.
For some reason I deleted my bullroarer install after 12.1, so it'll probably be an overnight download on the new client. I'll post up on the specifics as best I can tell about the change once I get into the BR though.
It would be nice from a realism/combat fluidity perspective to fix the functionality of the current animation breaking immediate skills to a 'fast' style skill, but the consequences for several classes would be significant enough that overall re-balancing of those classes would need to be considered. Hopefully they got the exploit fix right for now at least. I'm looking forward to not having GMs threaten my account because they've been left ignorant on a subject and give in to complaints from similarly ignorant and incompetent players.
They Fixed the macro problem and you cant even use the turn trick to interrupt skills.
Pretty much this. Every class I've tested can no longer do the "fast skills exploit" that relied on animation breaks and extremely short skill press tolerances. There may have been other ways to do this that I don't know about, but those I did know, do not work any longer. Thankfully.
Non-Exploitative combat mechanics remain untouched as far as I can tell, so all those players who continue on as usual after this update that people reported for exploiting in the past, are owed a cookie :P
Creep health pots are being lowered. They were never intended to take incoming healing into effect. I will post later to give the final result of the change.
Whatever the result is, could Freeps get the same potions (I mean healing the same % of morale at the same rank)? Monsterplay only of course
Could the set bonus on the rings be changed to something useful for PVP? We don't need Tact/Phys Migitation anymore, we could use Orc-craft/Fell-wrought Migitation..that way you would make people use the rings, without making them OP in PvE
Jinjaah was nice enough to answer some concerns i had about morale pots, suggestion to make % based for freeps as well, unchanged warg's hips and sprint CD, so copypasting it here:
Originally Posted by Jinjaah
Hey Veria,
1. Creep Pots - I will make a post in the BR forums so people can all hear this but the intention was for them to not take into account Incoming healing. This blew up the numbers which were already high to begin with. They will be changing so that the max pot gives 25% health back. They will still be stronger than freep side, but not as crazy as they have been on test.
2. Freep pots - I can look into doing something along these lines in the future, but I want to get both sides closer in line. Update 13 could be promising on this front if time permits and if the gap is closed between the two, then mirroring this concept I think is a great idea.
3. Warg skills. They will certainly be looked at as MT was looked at. I know it seems slow going but there are a lot of other issues that kind of hide deficiencies in a class like the warg that we decided we needed more time to ponder and discuss a better solution. For the BA, the downtime we created with the cooldown adjustment was never intended and thus we knew we wanted to change it right away. So at this moment my answer is we will look into it and see how everything else falls into place.
Creep health pots are being lowered. They were never intended to take incoming healing into effect. I will post later to give the final result of the change.
-Jinjaah
Fix those unmitigated warden bleeds while youre at it.... /facepalmrolleyesshakehead.