come one sbi listen to the players!!!!
[6. May 2021] Call to Arms Patch 4
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The people making these "balance" decisions are so far removed from the actual gameplay that they have no idea what impact their changes will have.
Like we already saw a week ago on the 5v5 crystal games on albiontv that basically every team had 2 or even 3 bows. Think about it, 5 players on a team, you have a healer + tank + 3 bows. And then triple nerf axe, but keep bow as is? Really? Come on. -
As someone who only plays axes I dont really mind the changes, I just wish the animations where more pronounced. As it stands its very hard to see where my Q2 and Raging Blades actually will apply bleeds/hit people respectively.
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I started this game 40 days ago. I like pve, so i loved greataxe. I don't realy mind it is a weak pvp weapon, cuz it is great pve weapon, so that balances it. made spec almost %100. Then comes the nerf. I am okey with %10 %15 nerf, it happens all the time in MMORPGs. I didn't read patch notes, just tried. But man it felt like %50 nerf. I was so frustrated. All my hours i spent wasted now. Deleted the game. Not gonna come back. I paid for premium as well.
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Segenam wrote:
I started this game 40 days ago. I like pve, so i loved greataxe. I don't realy mind it is a weak pvp weapon, cuz it is great pve weapon, so that balances it. made spec almost %100. Then comes the nerf. I am okey with %10 %15 nerf, it happens all the time in MMORPGs. I didn't read patch notes, just tried. But man it felt like %50 nerf. I was so frustrated. All my hours i spent wasted now. Deleted the game. Not gonna come back. I paid for premium as well.
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Hellements wrote:
Achaikos wrote:
PrintsKaspian wrote:
Maces
Camlann Mace was a bit too effective for striking big enemy clumps from the safety of the backline. The projectile range was thus reduced somewhat, so players need to get a bit closer to enemy groups and expose themselves to potential retaliation.
- Vendetta (Camlann Mace):
- Projectile Range 26m → 18m
- Pull Radius: 9m → 8m
- Projectile Range 26m → 18m
- Vendetta (Camlann Mace):
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Shar0 wrote:
As someone who only plays axes I dont really mind the changes, I just wish the animations where more pronounced.
The bear can be in the inner circle, the bear can be in the outer circle, and the bear can be everywhere in between all at the same time, so how does the game choose as to what damage to use or whether the bleed is applied? After a ton of testing, it seems completely arbitrary or random, and I think this is just the general issue with this change.
It's hard to use this skill with any sort of consistency, whether that be ping related or issues with the hit box. -
Mytherceria wrote:
Hattenhair wrote:
@PrintsKaspian
These patch notes do not seem to be representative of the latest NDA update: Vile Curse cast range is still being buffed, Rending spin is still applying bleeds only 2.5m and further away and the Regular Bow resistance decrease being unstackable is not mentioned either.
Alysandra wrote:
NDA Axe This is from the NDA forum about axe change, in it you can see the change on bleed only applying at max range is removed, yet it's now on live? Did i miss something?
Also on the NDA it says Distance for max damage but max damage is at 5 meters, is this just a typo?
Sad to see this bleed change go live, bleed is a huge part of the weapon identiy just removed.
Just wanted to clarify that the text in the NDA thread which are highlighted in bold are reflective of changes that are to come with the next patch (Patch 5), which is why it may differ from the Patch 4 patch notes above.
Hope that helps!
- Mytherceria
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Pls check specter jacket range
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Hi, Im a mainly fire player and i feel baited for this patch CTA 4, in test server "burning field" (second Q) ability, if this ability hit enemy or enemy touch the burning ground, keep burning DPS on enemy even when it is not in the area of effect!!! this change is OMG incredible better than trash change on "Fire Wave", this "Second Q" change means fire has mobility !! : DDD and combat dont feel "clunky", this change make two ways to play "Fire staff" "All in" (this is the only effective one now in realm server) and "Kite one": DDD pls @ 'Retroman' keep with this change on second Q "fire staff" has an incredible change will make fire a good choice in 1v1 and low scale pvp and not only in ZvZ content.
Also in realm server "burning field" does not show the indicator "Debuff" on enemies (Mobs and Players)
Thanks.The post was edited 1 time, last by LeGallete ().
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It is meaningless the switch to axes. The impact zones where you can bleed are very small, if you have a normal ping, you never bleed them.
Not bleeding in any area of impact is a mistake, it is what maintains normal damage in a fight, it is like removing burn damage or curse damage from those skill branches.Thanks -
The Axe was so nerfed it made it almost useless.
Besides the fact that when you see the hitbox of rending bleed to give your target a stack and it never gets it its just stupid.
Makes no sense not only to nerf all axe skills but also nerf all its damage.
I hate this patch, axe was my favorit weapon and now it suks...
Hope you refix the axe bcs this was a OVERnerf -
Great, I'm a big ax player. You have already nerfed the axes previously but there you have clearly made the weapon asmatic. I have a frustration in making my favorite content with this weapon which was my favorite too.
today i spent over 9 million fame on another weapon and i'm just disgusted because i can't find the fun i had with the big ax.
Thanks to the great developer for doing everything to reduce my fun in game and those update after update.
have a good day.
Best Regards. -
Okay guys, this is my last whining post on the forums about the axe changes. Again: developers did not nerf, nor buff anything in the axe line, they completely changed skills, removed existing skills and added brand new skills. I leveled up the battleaxe line for a reason, now it's totally changed. You destroyed my gameplay. I tried to use other weapons, I literally tried all of them (I had everything T4) with mulltiple armor combinations. I don't like any, I chose my previous build for a reason. I left my clan, ended my sub and deleted my character.
Good job and good bye! -
Heimdarm wrote:
Okay guys, this is my last whining post on the forums about the axe changes. Again: developers did not nerf, nor buff anything in the axe line, they completely changed skills, removed existing skills and added brand new skills. I leveled up the battleaxe line for a reason, now it's totally changed. You destroyed my gameplay. I tried to use other weapons, I literally tried all of them (I had everything T4) with mulltiple armor combinations. I don't like any, I chose my previous build for a reason. I left my clan, ended my sub and deleted my character.
Good job and good bye!
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Why not fix the bugs right away? Dagger pair are completely useless now and all SBI has to say is "oh well we'll fix it in the next patch" no time frame or anything they just release a buggy broken patch and then expect everyone to be cool with it while they provide no info on when it will be fixed. Makes me not want to play anymore
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Yeah, I think they definitely need to Hotfix dagger pair. I also they think they should consider the following in their hotfix too:
Retroman wrote:
Axes
- Rending Spin (all Axes)
- Range: 6m -> 5m
- Minimum distance for max Damage: 3m -> 2.5m
The Rending Bleed stack is now only applied on the max distance effect (i.e. 2.5m or further away)
- Range: 6m -> 5m
- Vile Curse (all Cursed Staffs)
Cast Range: 9m -> 11m
- Haunting Screams (Cursed Skull)
- The damage can't be reflected anymore
- Magic Damage per tick: 25 ->
33-> 28
- The damage can't be reflected anymore
- Rending Spin (all Axes)
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Calesvol wrote:
Yeah, I think they definitely need to Hotfix dagger pair. I also they think they should consider the following in their hotfix too:
Retroman wrote:
Axes
- Rending Spin (all Axes)
- Range: 6m -> 5m
- Minimum distance for max Damage: 3m -> 2.5m
The Rending Bleed stack is now only applied on the max distance effect (i.e. 2.5m or further away)
- Range: 6m -> 5m
- Vile Curse (all Cursed Staffs)
Cast Range: 9m -> 11m
- Haunting Screams (Cursed Skull)
- The damage can't be reflected anymore
- Magic Damage per tick: 25 ->
33-> 28
- The damage can't be reflected anymore
Whats wrong seriously ? Do the devs read this forum ? - Rending Spin (all Axes)
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Axe nerf was ridiculous. Really short sighted, really over the top. If you nerf a weapon to the point it's totally useless you just drove people out of the game.
This was a horrible patch. No interest in playing right now. -
Let me make it very clear, i think it was necessary to nerf the quarterstaff because it was a bit too good. The cartwheel nerf was okay, its still one of the best Q abilities in the game. A friend of mine suggested to remove the movement speed buff from cartwheel entirely and let the resistance buff stay, and i think that would be a pretty good balance to the ability. 1 second less duration on stun run is pretty insignificant.
With this said, i think reducing the cc time, adding standtime, and effectively reducing the range on the base quarterstaff E was too much. With the goal of reducing reset potential in corrupted dungeons, its now nerfed out of the game. There is no reason to play it in any type of content.
I was very excited about the ability when CTA came, and i returned from a few months break just because i knew from patch notes that this would be a nice ability. It was so much fun to play with, especially in open world content. It was good, maybe too good, but most importantly it felt good to use, and the ability felt impactful and rewarding. Having that taken away feels bad. So i really hope there is a way to make the ability feel good to use again without it being too good. Because honestly using an ability that stuns me for the same amount of time as my opponent, and that stun is .7 seconds when my W ability can be 1 full second instead is just really really bad.