New crash change feedback

Discussion in 'Accepted' started by Donn1e, Apr 2, 2021.

  1. Rosa
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    I like the new changes to the crash skill in the recent update. The buff range is far enough to reach other party members easily, and the casting speed is faster, so I can cast it without losing too much DPS. The success rate to bypass weapon cancel increased from 50-75%, which made my boss runs feel much smoother as a paladin main.
     
    Last edited: Apr 8, 2021
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  2. Al3x
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    As long as multi client exist, muling is unavoidable. The adjustment to paladin was to combat bringing multiple crashes to bosses. It is a good rework for paladin as it can speed up different boss runs and it reduces the amount of crashes you have to bring. In terms of paladin playability, we as the community needs an open mind in the inclusivity of the class and for the staff to work on future/current contents of class inclusivity. These are my opinions but lets see what Tim have to comment.
     
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  3. Haplopelma
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    Haplopelma Well-Known Member

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    I do believe this change is great. Sure, you can always mule crash but this makes it so if you decide on choosing a paladin, no mules are required. If people refuse to take a paladin on runs, then the problem is not crash related anymore. I am a firm believer that this class is in a great position. That being said, this class suffers real consequences from being rich and if the server wants to address this then many suggestions have been brought forward.

    As someone who has heavily invested myself in the paladin ''meta'' I am elated to see people care and discuss this class like this. Although this was one of the more controversial change, I do believe paladin is in a better spot now then it was last patch.
     
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  4. Relmy
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    When they just implemneted the change it was about make paladins better, if you check carefully, after the patch most comments from staff are oriented to change the 3 cr mule meta into just 1, its hilarious how many times ive saw the comment like "but, isnt it better to just need 1 mule over 3?", they just forgot entirely about pally and focused to change the 3 cr meta. Sadly, since ppl were sucking 50% rate for several days, 75% now seems wonderful, and ppl will support it, as for pallys this change seems like they changed their niche, got worse at some points where they were good, and got better at points where they used to be barely decent, the real losers now its gonna be heros at HT, perhaps drks and shads too, but shad already got a superior single target, and drks are already better than hero single target too(not like shad, but still), so unless they allow somehow to deal high dmg to arms in HT, witouth being detrimental to the whole run, this might be really bad for them.
     
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  5. magico
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    Change the skill name to " 3/4 total crash " and this thread can be closed now !
     
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  6. Chris4Real
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    Chris4Real Well-Known Member

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    This gives Paladins an opportunity to actually participate in bosses like Horntail instead of bringing a mule. :)
     
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  7. Diphenhydramine
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    Diphenhydramine Well-Known Member

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    With 75% rate of hitting through weap cancel, I'll rather hit another part to maintain DPS and pally deal damage on other part of HT. Also, pally don't have to busy rebuff me nor I busy to get near to pally for buffs.
     
  8. Cooler
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    75% of the time it works every time
     
  9. smilinsphere
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    I just did 2 HTs with a party with and without a crash mule, and the one with the crash mule did take 5 minutes less. It's definitely more useful during the pre-heads than it is during main body, but not having to move around and target other body parts during main body is a pretty nice, even if you're not hitting through the cancel 100% of the time. I'd imagine it works slightly better as well if you're using an attacking Pally rather than just a mule too.

    Best change about the crash rework though? Easier to deal with Ergoth's stupidly long weapon cancels during GPQ :8):

    Overall, definitely better than it was before. Not perfect, for sure. Personally I'd still do the crash mechanic differently if it were up to me, but I can't really complain too much with how it is after the patch.
     
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  10. Donn1e
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    I feel like crash is better than what it was in update 71 now, sure, and it gives us some time to calm down and think of a better permanent solution.
    But, It's also in a weird spot, 75% is not the greatest thing for main body and i believe that increasing the cancel CD by 33% was more important than the 50%->75% change.
    If you make that 100% you almost break the game, if you make it 100% with CD its almost like you changed nothing from the old crash.
    To me the option to totally remove cancel as a mechanic (and increasing boss HP) while buffing paladins as damage dealers increasingly seems like the best option, like some people suggested here.
     
    Last edited: Apr 9, 2021
  11. EZFebreezy
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    i haven't had the opportunity to time the current cwa uptime, but the damage increase from being able to crash cwa is too great unless you make cwa uptime short, since at the previous (pre update 71) 40% uptime, at 75% pierce, paladin offers a 30% dps boost, more than everything but sharp eyes for NLs. CWA on main body ht actually presents an interesting situation where you can react an do something else (except for the last head) so if cwa must remain, i would keep the old 40s duration 60s cs in main body but remove it from head b (either from the beginning or after it starts dispelling) so the cleave conundrum of both hands in warning won't and all heads cancelling will never happen. cwa on single target bosses is just awful.
     
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  12. Johnny
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    I did a few horntail runs on both update 71 and 71.1 and can definitely say there has been a nice improvement but it is probably because of how bad it was in update 71. It feels like with this change, parties feel somewhat forced or obligated to bring a pally whether it be a mule or real attacker but is that really the intention behind the so called warranted change by staff? This reminds me of the time when the standard horntail parties would be just NLs + SE + 1 or no melee + BS but now pally would be added in the mix as a mule or attacker.

    To this day, SE isn't really mandatory depending on the party layout because buccs, pally and shadowers were super buffed during that balance patch well over a year ago. Probably unpopular opinion amongst this thread but I think pallys are relevant enough without total crash with their elemental advantage. Why does it feel like this thread is only focused on pallys being excluded? I'm sure Heroes and Drks have a harder time finding horntail parties because of their multi target dpsing abilities that will eventually end up bottle necking the run. Is cancel weapon attack really a good mechanic? I agree with the two posts above and rather have it completely removed so there would be more party diversity - like normalized double melee party layout. Furthermore, this would just end all the crash muling complaints.
     
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  13. Amaloner
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    Amaloner Well-Known Member

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    I really like this change, it makes me feel alot more useful in parties. I know most people here are ultra late game and do quad HT with mules, but for a mid tier player like me, who do HT with one or two full parties. I definitely feel like I am wanted in parties, I do think a majority of mid tier players liked this change.
     
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  14. ImVeryJelly
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    I only need 1 crash mule for pianus now. Nice
     
    Last edited: Apr 12, 2021
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  15. GunzGaming
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    1.Have Threaten work on all bosses. Not easily muled since range is so low, and short duration. But greatly benefits the party.
    2.Make Paladins only able to Magic crash (Original skill). Buff magic crash to Magic Defense and Magic Cancel. Screw Total Crash.
    3.Buff Archmages slightly by SI synergy and slight %up to 1v1 skills & Demon skill upgrade. Or other stuff (See mage feedback thread)
    4. Give Bucc Fire Element to Dragon Strike. Why not it makes sense and not too op.
    5. Buff Heros Armor Crash. Debuffs Defense-up and Weapon Cancel. Only works when combo is maxed like Coma/Panic. Should be easier to code with Heros than for Paladin?
    6. Nerf DrK Power Crash. Only debuffs Attack-up & Avoid-up.
    7. BS dispell skill should only work with party members.

    I think these are generally what should be done for a good balance and synergy. Each warrior has their proper strengths and weaknesses. Archmages can be a good asset to a mobbing focused party, yet be decent at a 1v1 boss. Crashing Weapon Cancel/Defense-up won't be too easily muled with Combo Mechanic, and given to Hero for Warrior balance.

    MMs still need love...
     
  16. EZFebreezy
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    ignoring all the problems with crash as implemented from a party makeup incentives perspective, when attacking on the right side of HT, if you have a cleave attacker (Hero, bucc, drk, shad), as a paladin also actively attacking, your vertical range don't hit that player unless you jump down to buff them. The vertical range for crash should be increased so it's not easier to use a mule hanging on a rope than it is to try and be an active paladin player here.
    [​IMG]
    [​IMG]

    You also miss people standing on the floor if you have max jump and jump crash. Range should definitely be big enough to hit people there.
     
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  17. bom3
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    bom3 Well-Known Member

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    Stop complaining. It's nice af now cause you can just go HT with 1 party and save pots cause fck mules.

    BRO MAKE MW20 2B GEN30 1B and TT30 600M YOU FCKERS STOP RUINING THE MARKET DROP RATES ARE SO BAD
     
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  18. CreamGoddess
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