Erm... just an observation i made with this discussion in mind. If purple is healing in The color language, why is the painboys-dok bomb green? Also the effect on the Orks when healed is green, but at least for me i can totally distinguish between poison dripping green and healing splurp green. It also depends on the animation! So, make Nurgle-Heal or... Flesh-circle green pretty please? Or green with black dot's flying arround like flies?
There are countless examples where one color represented both something helpful and harmful in a game, theres really no need to hurt immersion out of fear that we as a community are too dumb that we cannot remember a dozen or so effects that this game has. Im really hoping they reconsider this and swap it to green, or im going to sit on the sidewalk infront of bE and throw pebbles at their windows.
I see you guys have fixed the inability of the bolt pistol to use the new cover system to fire over railings at targets below. However this problem still persists with the "psychic hand" of both the Sorcerer and Warlock, neither can cast their powers at targets below.
I think I have gotten worse in this game at melee. I have been missing more punch than usual and consequently eating more bolt shots in the face than usual. Is there anything nerfed in melee system that he forgot to mention? I heard that melee range is also reduced. Is that true?
The game is allot more laggy cause they greatly increased the max player count per map, that might be your culprit.
@BrentEllison I just did a couple of game as Raptor Concerning clang system, i think you will have to tune it a little bit more. The animation window of a strong attack is too short compared to a Fast Attack. It ends up having most of my attack being interrupt during the slash animation or even if i have the hitmark. Dunno if this is due to latency. That's why yesterday, i could see a couple of my strong attack being interrupt by a FA Maul or clang off. Concerning D.Bash, D.Bash spam rullz over melee. You cannot do anything. Sometimes, Strong attack does interrupt the d.bash but does not stagger / inflict damage to an enemy (i did it with a chainsword). So i think there is still a little bug on the d.Bash where the d.bash does not apply the stagger to the target. The bug was already there last patch but with this one, its frequency seems to have been reduced. Concerning the d.bash being bypass by an evade attack. The clang off is not enough long to let the kick hit the target. A rapid raptor/jpa will evade quickly and if he has a fast melee weapon, he can come back quickly to melee. It doesn't land an attack like in patch 17-18 i don't remember which one but still Physical of people really sucks, if you are too close of someone, you cannot jump anymore. Question : will you reconsider removing the Wing clipping system with a such strong nerf we had? And for the love of Russ and the All-father, do something for melee lock, it does half of its job. It just lock people and nothing more. As for attack in stairs : Finally ! Thanks and cheers to Alexis. I will keep a barrel of Fenrissian Ale for him ! Strong enough to turn red an Ultramarine I agree that melee, on some patch, was too powerful and needed to be balance to have ranged being able to survive. The thing is, by giving too much survival to ranged make them too stronger. Hit and Run suppose that we charge in, wreak havoc, dealing quickly damage, even kill one guy and run away. Right now, if you charge in, D.Bash will welcome you. You wanted the Raptor a little farther than capture point, if there are more than 3-4 people on the point, raptor will barely survive. Right now, a 1vs1, a ranged will just spam d.bash, obligating you to either evade of took a few step evade to prepare a strong attack. During that time, the ranged can shoot you. A good JP user should be able to manage 2 enemies at 2-3 sec of difference of engagement before evading to replenish, 3 you are dreaming. I am leveling to get veteran rank so i will be able to equip PF + yellow armor + stuff to test out but as for now, Melee clearly become harder to play than ever.
I've not read the entire thread so apologies if this has been discussed/answered already but the server/rubberbanding/lag issues - are the guys at bE testing other servers based elsewhere and hence the lag for some of us now? The strange thing is, it doesn't lag every game. The other strange thing is that I had no lag in the previous patch. The final weird thing is that not everyone in the match lags, often there are a number of us suffering from the issues while others do not. Is there any news on this?
Yeah, right now you gain AP and ranks MUCH faster than you will at launch. We will wipe next patch and at launch, then never again.
The scoreboard ping might not be accurate (something to look into), but there have been a few things going on that made lag much worse. We increased the player counts as an experiment (they're going back down today), but it turned out there was also a server issue initially that has been repaired. Things SHOULD be smoother this weekend, but if they're not we have some fixing to do. Actually you can get roughly 50% more survivability if you go go full survivability (even on a non-veteran). You just can't get that from only one piece of wargear - it's different for different factions and classes but in most cases you need max armour too. The sound and the bugs will be fixed!