Update 2.2 Discussion Thread (Combat Rebalancing)

Teeceezy
Teeceezy Member Posts: 3,536 ✭✭✭✭✭
Share your thoughts on the changes to combat made in update 2.2.

Combat Rebalancing in 2.2.
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Comments

  • 8900rpm
    8900rpm Member Posts: 119 ✭✭✭✭
    Can you clarify;

    "The Interruptor trait now has no effect when the result of the attack is a Body Shot."
    @Teeceezy
    TazradSpipman
  • BerndErwin
    BerndErwin Member Posts: 69 ✭✭✭
    It means that It is no longer possible to interrupt high level opponents where almost every Time bodyshots occur
    8900rpmsrmcn1031MrSorrowjeffi5751TazradSpipman
  • DangerB
    DangerB Member Posts: 225 ✭✭✭✭
    Love that, hope it helps curb Challenge farming
    srmcn1031BarcodeJVerbaubz3r0d4z3Camel56InspTurbinesVudnik
  • 8900rpm
    8900rpm Member Posts: 119 ✭✭✭✭
    So, when does the opponent actually get interrupted?
  • Teeceezy
    Teeceezy Member Posts: 3,536 ✭✭✭✭✭
    @8900rpm If the "roll" of your Interrupt attack is a normal attack, as opposed to a body shot. A body shot roll would result in no interruption.
    淡水地鼠
  • kryptonix
    kryptonix Member Posts: 211 ✭✭✭
    @Teeceezy Any survivor traits updated?
  • PR0DJ
    PR0DJ Member Posts: 834 ✭✭✭✭✭
    Better make it "not stack". At least we can have 15% or so.
    Lambari[Deleted User]Spipman
  • Degreaser
    Degreaser Member Posts: 71 ✭✭✭
    So dodge stacks, but luck modifies? Am I getting this right?

    Hero has level 5 dodge (15) + armor with gold dodge (15) = 30 dodge chance
    If I have level 5 luck on the hero (15) then my dodge chance is increased to 34.5 (30 x 1.15)
    If that same hero has a lucky weapon then it's up to 39% (30 x 1.30)?

    I like the solution of keeping luck traits relevant on items, but that's actually lower dodge than the original proposal with this scenario (45% total dodge). Oy.
    LambariBarcodeJTheLostOnesKaiserRedEye52Top8dogant[Deleted User]
  • 8900rpm
    8900rpm Member Posts: 119 ✭✭✭✭
    I thought interrupt only worked in overwatch mode, I did not think you could have a critical hit on overwatch....
  • snafu
    snafu Member Posts: 211 ✭✭✭✭✭
    Just found out the changes with interruptor the hard way: Glenn with 80% interruptor and 25% luck took a single hit from 23lvl walker and got hospitalized for 2,5 hours.
    MCbentonInvaderZenk0MIKE13
  • Putchuco
    Putchuco Member Posts: 1,071 ✭✭✭✭✭
    Did all melee forces just become irrelevant?
    Enemies below my lvl can be easily killed with ranged forces. At or above my lvl is where melee shines imho.
    This appears to be a drastic change, or am I misunderstanding something here?
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    BarcodeJz3r0d4z3[Deleted User]Zeena
  • Teeceezy
    Teeceezy Member Posts: 3,536 ✭✭✭✭✭
    @snafu Yup, as body shots happen way more when facing higher level walkers, interrupt is less likely to happen in these situations.
    jeffi5751Vudnik
  • DLich
    DLich Member Posts: 5,473 ✭✭✭✭✭
    Can i just get some credit for predicting how luck would stack some months back here...

    http://forums.nextgames.com/walkingdead/discussion/comment/116269#Comment_116269

    :trollface:

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  • snafu
    snafu Member Posts: 211 ✭✭✭✭✭
    The damage part I don't understand, previously even critical hit from lvl23 didn't cause that much damage. Armor had gold wrestler and it looked like a struggle but it was instantly over with the "Saved" message.
    Disaster
  • jimmorrison369
    jimmorrison369 Member Posts: 2,067 ✭✭✭✭✭
    edited October 2016
    Bye bye Swift strike, It was nice while it lasted..

    Max 20% is not worth it imo
    PR0DJJackBauerSteeboonz3r0d4z3
  • GrimGael
    GrimGael Member Posts: 1,402 ✭✭✭✭✭
    @Snafu the wrestler trait is changed, read up in the other thread.
    MCbentonRedEye52
  • srmcn1031
    srmcn1031 Member Posts: 269 ✭✭✭✭
    @harudsgn I just asked the same thing. Look up a couple spots. Still waiting for an answer. Totally upset at that.
    harudsgnmihaitopirceanu
  • drinky
    drinky Member Posts: 289 ✭✭✭
    edited October 2016
    i assume interrupt nerf is related to stop exploitable missions. as has making raiders tougher.

    i also wander if Luck always worked this way. and this the first time weve actually been told exactly how it will work, in past we were just told i think it stacked with other traits,? as id had many occasions in past where i had a gun with 80% interrupt, and 20% luck on weapon and survivor and interrupt failed..
    Lev 58. Rick Rollers Elder
    GrimGaelharudsgnLaggknight
  • Amiga
    Amiga Member Posts: 3,735 ✭✭✭✭✭
    edited October 2016
    For example, if a Survivor has Threat Reduction at 75% and also has a total of 20% Luck from their survivor and weapon traits, the total chance for Threat Reduction is 90%.
    In this example, .75 [base chance] times 1.20 [20% luck bonus] = .90, or a total chance of 90%.

    Why not 95%?? 75+20=95 isn't it?
    or 20% =1.20 as 30=1.30?
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  • DLich
    DLich Member Posts: 5,473 ✭✭✭✭✭
    @Amiga that's the old way...

    20% of 75% is 7.5+7.5=15....

    75% + 15% = 90% now

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  • Papacas
    Papacas Member Posts: 416 ✭✭✭✭
    GrimGael said:

    It looks like we have (again) lowest common denominator changes, with the exception of wrestler. How to rebalance? Make things worse. Even bruisers? Did I read that right? You even nerfed bruisers' concussion trait? Explore more avenues around the direction you took with wrestler, strive to make something that has always been garbage more relevant, rather than make the things that have been good meaningless.

    Totally agree. Even the Hunter's caliber took a hit, after some previous range nerfs on this class. I know it's still a top class, but when will NGs stop? After it's the least useful? Or a Bruiser even? :-)
    mihaitopirceanuTheCrabKaiserjeffi5751GrimGaelChunkzTop8dog[Deleted User]Spipman