Luck is total waste of a trait now. If you have 20% Charging or Dodge and 30% Luck it will be only 26% Charging or Dodge? Are you serious? What the fuck? @Teeceezy ?
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.
That's stinks about interrupt because you body shot a lot of walkers that are just the same level as you anyway. In a year we have gone from all overwatch shots interrupt to only weapons with interrupt to less than 50%.
I don't remember seeing all the people saying we need to change interrupt. Half my weapons are interrupt and luck so that really doesn't make me happy at all.
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.
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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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.
Wow, interrupt sucks now, all my melee weapons have interrupt and now it is useless against high level walkers. Didn't see any complaints or suggestions about changing interrupt. Why the change on that? @Teeceezy
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..
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?
also (since i posted it in the general thread but meant to post it here...)
Dodge used to be 60% --- Luck 15% on weapon --- Luck 15% on survivor --- Dodge 15% on armor --- Dodge 15% on survivor
Dodge @ 30% and luck at 30% is a total dodge chance of 39% (instead of 60%)
Now apply that to everything in the game that has a percentage chance.
NG did mention a while back they were considering how to change the luck trait functionality; hell it would have been better if a survivor has 2 luck traits to use one or the other that way it would be 45% instead of 39%.
The higher the number the less of a nerf it is... I'll use the example made in the annoucnement.
Stun resist Gold at 75% and luck at 30% was 105% but 30% of 75% is 22.5%... 97.5% new calculation.
Luck was nerfed sadly..
R.I.P. Luck October 2015 - October 2016
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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.
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? :-)
I generally don't get too upset about all the needless changes that NG makes based on their apparently arbitrary concerns but nerfing interrupt is a big deal to me. I built my whole ranged arsenal on the promise that 100% interrupt meant 100%. I spent real money acquiring and upgrading weapons with that trait. Now, it is fairly worthless when it really matters. As multiple people said above, who was complaining how 100% interrupt? Why did you guys think that was a necessary change? At this point, there really doesn't seem to be a point to buy any weapons or armor because despite what you were promised at the time of purchase, more likely than not you will get a bait and switch eventually in the name of "competitive balance". @Teeceezy why don't you guys get this stuff right the first time so we don't have to keep going through this? It isn't like you couldn't have predicted how 100% interrupt would work. I guess I will have to follow up with Apple to try to get refunds for the weapons that I bought with the expectation that I would get what was advertised. Very disappointed.
Comments
"The Interruptor trait now has no effect when the result of the attack is a Body Shot."
@Teeceezy
Are you serious? What the fuck?
@Teeceezy ?
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.
I don't remember seeing all the people saying we need to change interrupt. Half my weapons are interrupt and luck so that really doesn't make me happy at all.
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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http://forums.nextgames.com/walkingdead/discussion/comment/116269#Comment_116269
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Freemium... the "mium" is latin for 'not really'
this doesnt seem enough and gas costs should of gone down not up!
Max 20% is not worth it imo
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..
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?
20% of 75% is 7.5+7.5=15....
75% + 15% = 90% now
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Freemium... the "mium" is latin for 'not really'
http://forums.nextgames.com/walkingdead/discussion/comment/116269#Comment_116269
also (since i posted it in the general thread but meant to post it here...)
Dodge used to be 60%
--- Luck 15% on weapon
--- Luck 15% on survivor
--- Dodge 15% on armor
--- Dodge 15% on survivor
Dodge @ 30% and luck at 30% is a total dodge chance of 39% (instead of 60%)
Now apply that to everything in the game that has a percentage chance.
NG did mention a while back they were considering how to change the luck trait functionality; hell it would have been better if a survivor has 2 luck traits to use one or the other that way it would be 45% instead of 39%.
The higher the number the less of a nerf it is... I'll use the example made in the annoucnement.
Stun resist Gold at 75% and luck at 30% was 105% but 30% of 75% is 22.5%... 97.5% new calculation.
Luck was nerfed sadly..
R.I.P. Luck October 2015 - October 2016
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Freemium... the "mium" is latin for 'not really'
I have 2 survivors in hospital for 2,5 hours because of the iterrupt , come on NG it can t be real ....
It wasn t enogh that after 100 kills you get 1XP , now you came up with this ?????