XLoranX's Post History

hakumen9000 on 11/04/2012, 12:46 AM - view
XLoranX on 11/04/2012, 12:29 AM
hakumen9000 on 11/04/2012, 12:25 AM


Evasive rolls of a warrior having a cooldown? Wait what? You sure its a cooldown, not just you running out of resolve to use it?


You're right of course. And I was certainly being dense there no CD on evasive roll any more. I plead sleep deprivation. MY other points still stand though. I'll update the original post and cut that bit out so I don't look like a fool.

Funny as a slayer without that reset backstab glyph, I never did find any problems with the cooldown. I got the 30% glyph now but if it gets lower to 20% it will be almost the same as when I had 20% glyph.


Yep. Looks to be the case assuming the patch hits NA as it currently stands in Korea. Slayers will be losing a little bit of their mobility when you figure in the increased to the base Back Stab CD reduction and the 10% and and 5% nerfs to Back Stab's Glyph of Persistence and Glyph of Energy respectively.
hakumen9000 on 11/04/2012, 12:25 AM - view


Evasive rolls of a warrior having a cooldown? Wait what? You sure its a cooldown, not just you running out of resolve to use it?


You're right of course. And I was certainly being dense there no CD on evasive roll any more. I plead sleep deprivation. MY other points still stand though. I'll update the original post and cut that bit out so I don't look like a fool.
VeryMelon on 11/02/2012, 12:23 PM - view

Do you even play slayer? How often do I need backstab? Whenever evasive roll is on cooldown and I need to not die, because unlike some other classes I can't do 3 rolls in a row.


I was going to just let this thread go. But the subtle dig at Warriors has prompted me to chime in. You're right, you can't glyph a Slayer to roll 3 times in a row. But you also can't Roll, Roll, DFA, Back Stab, Roll for even longer periods of immunity either. Because surprise, you're playing a Slayer and not a Warrior.

Further more, your back stab, which seems to be one of your primary concerns, hits for a crap ton more than the warrior equivalent. I've come to accept that on account of you (Slayers) using a big [filtered] sword and being a pure DPS class. Slayers also have the advantage of having more sweeping and less linear attacks making it easier (in my opinion, mind you) to land skills in PvP when playing a Slayer. And when you land them, once again they hit for more.

This probably has something to do with Slayers being a pure DPS class that has a substantial advantage in terms of burst damage. Warriors, in comparison, are a hybrid class and their damage is described as. . . sustained. Which means all things equal, a Warrior will generally need to stick on a target for far longer and land more hits than a slayer to get that kill. This equates (once again my opinion here) to warriors needing more mobility and defensive capabilities to remain competitive.

TL;DR
Warriors are a hybrid, tank class that need more time on target than Slayers to score a kill. Don't begrudge us any perceived advantage in mobility or defensive skills over Slayers untilt he above changes.



Edited by: XLoranX 8 months ago
Chager on 10/08/2012, 04:35 PM - view
Let me help with the questions y'all have by explaining our process a bit.

As I've said before, we have a rough delivery schedule and what will be in each of those builds from now until the end of the year. There are often last minute changes to the build contents, which could either change the date or what the build contains. We have a good idea of what the 'final' build delivery will be a week or two prior to the delivery, but always like to err on the side of caution and not talk about build contents until we actually receive it and have it in our QA environment. Depending on the size of the build, total contents to test, etc. this could be a few days to a few weeks.

Up until now we've been on a pretty regular 2 week iteration where we get and deploy builds from BHS. When they were here in Seattle last we had a great discussion on the pros and cons for this, using the past few months as a way to analyse how effective this was. Turns out that with a 2 week process we could each make and test small changes, but we didn't have the bandwidth to really get into a few issues that needed more than a few days of dev work (enchanting for one). To be able to tackle these bigger issues, we changed the delivery schedule to be more content focused instead of weekly focused. The result of that was a change from a 2 week regular cycle to a slightly more irregular schedule based on development milestones, and that time difference is 'roughly' 3ish weeks apart now.

For those who think we are sitting on builds, the most definitive answer is no. I've said it before and I'll say it again, our team is kick [filtered] when it comes to receiving, testing, and deploying builds. A week turn around for large updates that we get is pretty ridiculous, especially when you consider we test new changes, regress bugs, create new localization files, test patches (game and localization) and publish this to multiple environments to ensure patches happen right the first time (AND have a weekend crammed in there somewhere for family). We also all play TERA in the office, and I would be personally bludgeoned to death if I got caught sitting on a build.

We are trying to be transparent with what's going on, and Minea tries to communicate what's coming in upcoming patches once we receive and can make sure things get into the build, but sometimes what gets delivered isn't always what we originally intended (for one reason or another).

Question to you all though: Would you rather have potentially incorrect information earlier (date changes, some content potentially not delivered or ready after testing) or would you rather have more accurate info on what's coming closer to the live publish date? I lean towards making sure I know what is in a build before we talk about it, but change is always possible.

Thanks,
-Chager





Thanks for putting that all out there for us Chager. It does certainly help clarify things. Although to be honest, I think the transparency could use work. You said it yourself that at any given point you guys might be sitting on information about what you're working on. And while I can understand that you don't want to let anyone down by not delivering on time, I personally disagree.

I would rather know that you're working on X Y and Z. And if something happens to delay or prevent Z from happening, then let us know that too. We obviously don't need to know the specifics, but something like...

"Hey guys, something came up while we were testing Z and its going to prevent us from pushing Z with the next patch. But we do hope you enjoy X and Y which are still a go."

^ This would go a long way towards silencing the folks suggesting that you guys aren't doing anything or otherwise hate how little communication seems to come.


A depressing thing I've found lately when perusing http://teradevtracker.com/ is that more often then not, the dev posts are all moderate related. I admit that this is partially out fault as well due to how many people are breaking the forum rules. But if we take most of those posts away, there usually isn't too much to read from you guys. I'd personally love a kind of State of the Game post weekly just giving us an idea whats in the pipe and what kind of trends you guys are noticing and/or having reported. Example below...

"Hey guys, just wanted to let you know we've been hard at work testing the latest and greatest from BHS. This patch is mostly going to to address some stability issues and a few bugs. But Zerkers'll be happy to know that TS is being reworked and they can expect that fix in this coming patch as well.

You may have also heard about recent changes on KTera regarding enchanting. We're strongly considering adopting these changes as well and you can expect to hear more about that in the next update.

Happy Gaming,"
Just a shout out for New Prophecy, Divine Legion, and Ragecry. Thanks for coming out and fighting us (NerdRage & The Legion) . It was good times for us and I hope you guys had fun too. Hope to get a bit more fun in tomorrow and in the future. Good fighting. Hit me up in game if you wanna setup any organized fights or what not.


Kiwi
Bird or Fruit?
I agree. Its a silly excuse. I've cleared BT with two berserkers and myself (a warrior) as DPS. And using a Zerker to clear to the final boss and then kicking them before even trying is a most heinous act.
I was hoping they would fix this in the patch. But apparently they're going to wait until the next content update to add male Castanics/High Elves.
I personally prefer the trade broker when its a viable choice. With that being said, most of the arguments against personal shops are easily contested.

There's an option to turn them off so they don't render. Nor will they cause collisions. Its almost like they're not there unless you want them to be. . . (that said, maybe this option to display them should have defaulted to OFF before instead of ON.)

There's also the benefit of avoiding the tax charged by the trade broker. More money in our pockets is always awesome, right?

Like someone previously mentioned, you could also have shops set up in convenient places. A potion shop near the basilisks might be appreciated by some players, for instance.

Additionally, suggesting that you might waste time searching shops for something that is ultimately not available seems silly to me. You could just as easily waste time spamming a trade chat or waiting for something to appear on the broker. That is more about self control and how you choose to spend your time in game then anything.


TL;DR

Most of the negatives folks seem to due to people not being as informed as they could be about an aspect of the game. You could turn the shops off and you could avoid broker tax by using them.
I was having the same problem with Castanic's so I just rolled a human.
DrakeDragon on 04/19/2012, 08:57 AM - view

Godzilla attack?



Got my vote Godzilla would be a fun BAM to fight!