Jump to content

Changes to the Commander Skills in the Pipeline?


Admiral_Karasu

Recommended Posts

4 minutes ago, Verytis said:

But either way we have secondary ships that are already too strong and in no need of buffs. I expect some of those ships to have their secondary range nerfed, so they have to cough up 3pts from their build to get it back.

Which would make perfect WG sense after all.....

  • Like 1
Link to comment
Share on other sites

8 minutes ago, Verytis said:

But either way we have secondary ships that are already too strong and in no need of buffs.

Your opinion might change if you had them in your port. You would want them to be stronger, and you would not be happy for them to be trimmed back. 

  • Thanks 1
  • Bored 1
Link to comment
Share on other sites

@Aragathorthanks for the detailed list of changes.  From reading, I like the changes overall - the commander reset offered alone is a BIG plus for just about everyone. 👍

  • Thanks 1
Link to comment
Share on other sites

19 minutes ago, Asym said:

I agree.  But, start at the Cruiser Line Split and follow the changes....  Technology expansion;  testing the market endurance; driving a new meta and deevolving the meta; changing skills in offering choices that actually limit you backwards to less than you had before (a global devaluation to increase throughput); the loss of existing "real value"in the Flags/camo changes; and, the constant push towards simplicity that drives up number of games player and compulsion exploits....  Making money, as games have been doing for over a decade now and the reason some of us are actually studying game history so as to not repeat it when AI driven games come out....

thanks

Thats great but it doesn't really tie to the topic at hand. And they're buffing skills, so theres no "value loss" here.

3 minutes ago, Admiral_Karasu said:

Which would make perfect WG sense after all.....

A less direct way of nerfing ships, typical WG. I still see it as good for balance, but knowing WG, they'll release something that sidesteps it.

3 minutes ago, Ensign Cthulhu said:

Your opinion might change if you had them in your port. You would want them to be stronger, and you would not be happy for them to be trimmed back.

I've seen the likes of Schroder and Napoli endlessly spammed in smaller modes like ranked and CB.

Their existence in the game is one that shapes an entire meta and required restrictions to stop them. They're clearly top performers if not overpowered at their designed roles.

No my opinion won't change, and I know that. But thats just me because they're not my favourites. And I just totally want a more balanced game, I swear!
 

Link to comment
Share on other sites

14 minutes ago, Verytis said:

And they're buffing skills, so theres no "value loss" here.

Ok, what was the skill before the previous 3+ years of changes?  I'm curious. 

 

Link to comment
Share on other sites

8 hours ago, Asym said:

Ok, what was the skill before the previous 3+ years of changes?  I'm curious. 

 

Which skill you referring to? Because none of the skills being changed have a direct comparison from before the Cmdr Rework, not when considering multiple balance changes have since happened, like CV/AA rework.

I'm more curious why you beating the bush. Its like you're pushing the burden of proof onto others and waiting for that slight misstep.

Link to comment
Share on other sites

Mouse's take on the proposed (and still subject to changes) update:

Consumables Specialist (Battleships, Cruisers, Destroyers - Line 1)

2ki0wGZ.pngRemoved the following effects:

  • Fighter consumable cooldown time: -10%
  • Spotting Aircraft consumable cooldown time: -10%
  • Defensive AA consumable cooldown time: -10%
  • Main Battery Reload consumable cooldown time: -10%
  • Torpedo Reload Booster consumable cooldown time: -10%

Added the following effect:

  • Cooldown time of all consumables, except 'Damage Control Party' and 'Repair Party': -7.5%  (for Unique commanders: -10%)*

The bonus also doesn't affect Specialized Repair Teams, Heavy Repair Teams and Fast Damage Control Team.  Now, this skill will affect a greater variety of consumables, which means that it will benefit the absolute majority of the ships. In order to balance this out, we decided to slightly decreased the bonus itself.

Mouse's Take:  It's good this affects all consumables (barring Damage Control Party and Repair Party variants).  It's unfortunate that they nerfed it's bonus.  Yes, it's nice that this now makes Hydroacoustic Search, Smoke Generators and Engine Boost have a shorter cooldowns when they didn't beforeBut this shouldn't have come at the expense of the others, IMO.  Just keep it at a flat 10% for all of them.  It's not a terrible change, I just don't see why they felt the need to axe 2.5% off it.  I dunno, this is just something that irked me.

Preventive Maintenance (Battleships, Destroyers - Line 1)

Added the following effects:

  • Increases HP of AA guns : +15% (for Unique commanders: +20%)
  • Increases HP of secondary guns: +15% (for Unique commanders: +20%)

Mouse's Take:  This bonus doesn't add much.  With the current RNG system (that may be fixed in the future, but it is what it is presently), you're looking at the following gains:

  • Dual-purpose secondaries get between 45 (yes, really) and 315 hit points.
  • Small and medium calibre AA guns get between 18 (seriously) and 162 hit points.

If you weren't taking this skill already, the addition will not make it worth while.

8YPPcXo.pngSuper-Heavy AP Shells (Battleships - Line 3)
Added the following effects:

  • Fire damage received: -10%
  • Flood damage received: -10%

Mouse's Take:  This looks too good and it will easily replace either Basics of Survivability or Adrenaline Rush in most battleship builds. 

Improved Repair Party Readiness (Battleships - Line 3)
Added a new effect that can be activated:

  • Receive additional +1 charge of 'Repair party' for receiving 3,000,000 potential damage (once per battle):
    • Charges of 'Repair party': +1

Mouse's Take:   I'm scratching my head on how to read this.  I want to interpret it that it's a flat +1 charge to Repair Party with chance of an additional, one-time additional charge at 3M potential damage received, allowing this skill to potentially give a total of +2. It might just be the 3M thing is the only bonus.  I dunno, the devblog isn't clear because of that damn colon after "once per battle" and the indented bullet point for "Charges of 'Repair party': +1".

The 3M damage threshold is too high to have any use outside of the highest tiered battleships.  It's just too rare of an occurrence to trigger outside of those one in a thousand games.  So don't get it for that.  It would be better if the 3M threshold scaled based on tier.  Start it at say, 1.5M or 2M for mid-tier battleships and scale it up either in chunks (Tiers V & VI, VII and VIII, IX, X and Superships, etc) or linearly.

It might be worthwhile on some survivability builds, particularly for ships with portable drydock heals but this skill won't make it into normal builds, IMO.

Focus Fire Training (Cruisers - Line 2, Battleships - Line 3)

Added the following effect:

  • Immediate damage when activating the priority sector: +1.5%

Changed the following effects:

  • Airstrike armament reload time: -10% → -15%
  • Aircraft preparation time: -5% → -10%

When you activate the priority AA sector, enemy squadrons in its range immediately receive damage, based on the squadron's HP. At the moment, without using this skill, cruisers and battleships deal immediate damage equal to 3.5% of the enemy squadron's HP, and the skills buffs it up to 5%.

Mouse's Take:  This is fine.  AA builds are incredibly situational as is so I'm not putting much weight on the upgrades here.  The changes here will not prompt me to take this skill on any of my battleships ever, but I never took it before so whatever.  It might make it into some niche cruiser builds but it's not a good skill overall. 

FylRiLp.pngSecondary Armament Specialist* (Cruisers - Line 3)

Renamed Enhanced Torpedo Explosive Charge to Secondary Armament Specialist and added the following effect:

  • Secondary Battery firing range +20%

There are cruisers that actively use their secondaries, however, there aren't that many skills that provide bonuses to them. This change will make this skill useful to a bigger pool of ships.

*not a final name

Mouse's Take:  Great to see cruiser secondaries finally getting some love after having their secondary potential nerfed years ago.  This is an incredibly niche skill, but for those cruiser which will benefit from it, it allows them to explore gameplay denied them for too long.  Happy to see it and this WILL be included in some secondary specialist cruiser builds going forward.

Furious (Battleships - Line 4)

Removed the following effects: 

  • Main battery reload time: -5%
  • Dispersion of shells fired by enemies attacking your ship: +5%

Added the following changes:

  • Improves your ship's characteristics for each active fire and/or flooding onboard your ship.
    • 1st fire/flooding - Main battery reload time: -10%
    • 2nd and each consecutive fire/flooding (up to 6) - Main battery reload time: -5%

Fires and flooding can be extremely frustrating, especially, when you don't have a Damage Control Party up. This skill will partially compensate for the inconvenience by providing the ship a significant bonus to the main battery reload. Additionally, it can be combined with the updated Super-Heavy AP Shells to reduce both fire and flooding damage.

Mouse's Take:  These are nice changes and I can see this making into a few players' builds.  However, it's not for me.  It's too expensive (4 points) for the gains.  I'd rather make room for Super-Heavy AP Shells in my builds than consider this one.

Dazzle (Destroyers - Line 4)

Added a new bonus to the activated effect: Reduces the accuracy of hostile fire directed at your ship and increases her speed for 15 s after your ship's been detected.

  • Ship speed: +8%

Mouse's Take: Speed is life for a destroyer, so I want to like this but I'm not so sure.  This is effectively a short-term Engine Boost consumable for 15 seconds anytime you get spotted.  I've not been impressed with the older version Dazzle and I'm not sure this additional short-term boost will clinch it in my books.  I'd rather take Swift in Silence.

jgyOihx.pngAA Defense and ASW Expert (Battleships - Line 2, Cruisers - Line 4)

Changed the following effects:

Battleships Cruisers
  • Continuous AA damage +10% → +15%
  • Damage from AA shell explosions +10% → +15%
  • Continuous AA damage +20% → +25%
  • Damage from AA shell explosions +20% → +25%

Activated effect: Improves your ship's characteristics when her AA guns are active.

  • Ship consumables preparation and reload time -15% → -40%

Activated effect: Improves your ship's characteristics when her AA guns are active.

  • Ship consumables preparation and reload time -20% → -50%

Mouse's Take: I wasn't taking this before on any of my battleships.  I'm not taking this now.  For cruisers, it might appear on specific AA specialists but it's not going to prompt me to look at putting it on any cruiser that doesn't already have jaw-dropping levels of AA already.

  • Like 9
  • Thanks 2
Link to comment
Share on other sites

58 minutes ago, LittleWhiteMouse said:

Great to see cruiser secondaries finally getting some love after having their secondary potential nerfed years ago.  This is an incredibly niche skill, but for those cruiser which will benefit from it, it allows them to explore gameplay denied them for too long.  Happy to see it and this WILL be included in some secondary specialist cruiser builds going forward.

I am particularly interested in how this will impact Pensacola's secondaries. 😄

Link to comment
Share on other sites

the Dev Blog for this is now out 🙂

CHANGES TO COMMANDER SKILLS - UPDATE 12.10

https://blog.worldofwarships.com/blog/482

---

and perhaps the most important news from that article:

Quote

With the release of Update 12.10, all players will have a 100% discount on the commander skill reset for a limited time. All the details will be announced later.

*happy dance*

  • Thanks 2
Link to comment
Share on other sites

12 hours ago, Aragathor said:

Receive additional +1 charge of 'Repair party' for receiving 3,000,000 potential damage (once per battle)

How about 2,800,000 potential damage? 😄

  • Haha 2
Link to comment
Share on other sites

6 minutes ago, Frostbow said:

How about 2,800,000 potential damage? 😄

I have 799 battles on Warspite.  My highest potential damage is 2,099,000 on that ship.
With Yukon (262 battles), my highest is 2,776,752.

I only see 3M potential damage on my account when I look at tier VIII battleships and those are extreme outliers.  This is a skill designed for tier Xs and superships.

  • Like 1
Link to comment
Share on other sites

16 minutes ago, LittleWhiteMouse said:

I only see 3M potential damage on my account when I look at tier VIII battleships and those are extreme outliers.  This is a skill designed for tier Xs and superships.

Event then it's going to trigger so rarely the skill won't be worth it.

The expectation is too high.

  • Like 1
  • Thanks 1
Link to comment
Share on other sites

3 hours ago, LittleWhiteMouse said:

Mouse's Take:  It's good this affects all consumables (barring Damage Control Party and Repair Party variants).  It's unfortunate that they nerfed it's bonus.  Yes, it's nice that this now makes Hydroacoustic Search, Smoke Generators and Engine Boost have a shorter cooldowns when they didn't beforeBut this shouldn't have come at the expense of the others, IMO.  Just keep it at a flat 10% for all of them.  It's not a terrible change, I just don't see why they felt the need to axe 2.5% off it.  I dunno, this is just something that irked me.

Radar and hydro cycling. Across multiple CAs.

 

3 hours ago, LittleWhiteMouse said:

The 3M damage threshold is too high to have any use outside of the highest tiered battleships.

The conditional repair party is a strange one. An average player will almost never meet the condition in randoms. And you're even less likely to trigger it in small formats with smaller teams, faster games.

Its current state suggests its specifically targeted towards strong players in high tier randoms. Something like Yamamoto Isoroku's "2nd wind" special skill that helps to tip favours in late game and make for fun meme videos. Interesting potential, but seems like balance hell with its rarity.

I suspect it'll be modified to be based on tiers, as you stated.

 

 

 

For the secondary cruiser skill:

Definite niche. But its one of those skills that'll only make secondary CAs dominate even more in smaller formats. Won't have much effect in randoms, but the skill makes me dread at the impact it'll have in ranked/CB. Mostly just repeating myself.

 

For Dazzle:

+8% speed will achieve next to nothing because:

  • You take time to speed up and reach the new max speed.
  • If you're performing any kind of shell juking, you won't travel anywhere near max.

 

AA skills are AA skills. But that Focus Fire Training is also gonna buff BBV.

  • Like 1
Link to comment
Share on other sites

5 minutes ago, Verytis said:

Radar and hydro cycling. Across multiple CAs.

 

The conditional repair party is a strange one. An average player will almost never meet the condition in randoms. And you're even less likely to trigger it in small formats with smaller teams, faster games.

Its current state suggests its specifically targeted towards strong players in high tier randoms. Something like Yamamoto Isoroku's "2nd wind" special skill that helps to tip favours in late game and make for fun meme videos. Interesting potential, but seems like balance hell with its rarity.

I suspect it'll be modified to be based on tiers, as you stated.

 

 

 

For the secondary cruiser skill:

Definite niche. But its one of those skills that'll only make secondary CAs dominate even more in smaller formats. Won't have much effect in randoms, but the skill makes me dread at the impact it'll have in ranked/CB. Mostly just repeating myself.

 

For Dazzle:

+8% speed will achieve next to nothing because:

  • You take time to speed up and reach the new max speed.
  • If you're performing any kind of shell juking, you won't travel anywhere near max.

 

AA skills are AA skills. But that Focus Fire Training is also gonna buff BBV.

maybe only if you will be able to juke more speed to avoid radar range.

what will be the speed of french dds with this and speed boost?

Link to comment
Share on other sites

2 hours ago, LittleWhiteMouse said:

I have 799 battles on Warspite.  My highest potential damage is 2,099,000 on that ship.
With Yukon (262 battles), my highest is 2,776,752.

I only see 3M potential damage on my account when I look at tier VIII battleships and those are extreme outliers.  This is a skill designed for tier Xs and superships.

even for tier 10 ships after 3 mil potential rarely I was like " i wish I had one more heal"

I run this skill only on one ship, Missouri, dont know why but I needed it to reduce cooldown since I play agressive with it. But for 3 pointers its not worth it...

  • Like 1
Link to comment
Share on other sites

IMHO if they stay like this there is maybe 2-3 things worth considering BUT the question is what gets chopped away in the process or which changes get to subs and CVs as "compensation"

  • Like 2
Link to comment
Share on other sites

1 hour ago, Verytis said:

For the secondary cruiser skill:

Definite niche. But its one of those skills that'll only make secondary CAs dominate even more in smaller formats. Won't have much effect in randoms, but the skill makes me dread at the impact it'll have in ranked/CB. Mostly just repeating myself.

During the 2v2 T6 brawl a lot of people played Graf Spee.

It was nasty, with that skill and secondary setup it would be downright horrible.

But only in that mode.🧐

Link to comment
Share on other sites

1 hour ago, Yedwy said:

IMHO if they stay like this there is maybe 2-3 things worth considering BUT the question is what gets chopped away in the process or which changes get to subs and CVs as "compensation"

Yeah.. I'm still feeling sore from the previous captain skill reshaft.

  • Thanks 3
  • Haha 3
Link to comment
Share on other sites

2 hours ago, Admiral_Karasu said:

Yeah.. I'm still feeling sore from the previous captain skill reshaft.

You are not only mate.... 😅

  • Like 2
Link to comment
Share on other sites

9 hours ago, Verytis said:

Which skill you referring to? Because none of the skills being changed have a direct comparison from before the Cmdr Rework, not when considering multiple balance changes have since happened, like CV/AA rework.

I'm more curious why you beating the bush. Its like you're pushing the burden of proof onto others and waiting for that slight misstep.

No, actually, I was curious.  Many who take the time to post actually have real data as to the topic....as LWM did above.

Link to comment
Share on other sites

7 hours ago, Frostbow said:

I am particularly interested in how this will impact Pensacola's secondaries. 😄

probably around 7.5km, nice meme with its godlike base accuracy but still a meme.

8 hours ago, LittleWhiteMouse said:

Mouse's take on the proposed (and still subject to changes) update:

Consumables Specialist (Battleships, Cruisers, Destroyers - Line 1)

2ki0wGZ.pngRemoved the following effects:

  • Fighter consumable cooldown time: -10%
  • Spotting Aircraft consumable cooldown time: -10%
  • Defensive AA consumable cooldown time: -10%
  • Main Battery Reload consumable cooldown time: -10%
  • Torpedo Reload Booster consumable cooldown time: -10%

Added the following effect:

  • Cooldown time of all consumables, except 'Damage Control Party' and 'Repair Party': -7.5%  (for Unique commanders: -10%)*

The bonus also doesn't affect Specialized Repair Teams, Heavy Repair Teams and Fast Damage Control Team.  Now, this skill will affect a greater variety of consumables, which means that it will benefit the absolute majority of the ships. In order to balance this out, we decided to slightly decreased the bonus itself.

Mouse's Take:  It's good this affects all consumables (barring Damage Control Party and Repair Party variants).  It's unfortunate that they nerfed it's bonus.  Yes, it's nice that this now makes Hydroacoustic Search, Smoke Generators and Engine Boost have a shorter cooldowns when they didn't beforeBut this shouldn't have come at the expense of the others, IMO.  Just keep it at a flat 10% for all of them.  It's not a terrible change, I just don't see why they felt the need to axe 2.5% off it.  I dunno, this is just something that irked me.

Preventive Maintenance (Battleships, Destroyers - Line 1)

Added the following effects:

  • Increases HP of AA guns : +15% (for Unique commanders: +20%)
  • Increases HP of secondary guns: +15% (for Unique commanders: +20%)

Mouse's Take:  This bonus doesn't add much.  With the current RNG system (that may be fixed in the future, but it is what it is presently), you're looking at the following gains:

  • Dual-purpose secondaries get between 45 (yes, really) and 315 hit points.
  • Small and medium calibre AA guns get between 18 (seriously) and 162 hit points.

If you weren't taking this skill already, the addition will not make it worth while.

8YPPcXo.pngSuper-Heavy AP Shells (Battleships - Line 3)
Added the following effects:

  • Fire damage received: -10%
  • Flood damage received: -10%

Mouse's Take:  This looks too good and it will easily replace either Basics of Survivability or Adrenaline Rush in most battleship builds. 

Improved Repair Party Readiness (Battleships - Line 3)
Added a new effect that can be activated:

  • Receive additional +1 charge of 'Repair party' for receiving 3,000,000 potential damage (once per battle):
    • Charges of 'Repair party': +1

Mouse's Take:   I'm scratching my head on how to read this.  I want to interpret it that it's a flat +1 charge to Repair Party with chance of an additional, one-time additional charge at 3M potential damage received, allowing this skill to potentially give a total of +2. It might just be the 3M thing is the only bonus.  I dunno, the devblog isn't clear because of that damn colon after "once per battle" and the indented bullet point for "Charges of 'Repair party': +1".

The 3M damage threshold is too high to have any use outside of the highest tiered battleships.  It's just too rare of an occurrence to trigger outside of those one in a thousand games.  So don't get it for that.  It would be better if the 3M threshold scaled based on tier.  Start it at say, 1.5M or 2M for mid-tier battleships and scale it up either in chunks (Tiers V & VI, VII and VIII, IX, X and Superships, etc) or linearly.

It might be worthwhile on some survivability builds, particularly for ships with portable drydock heals but this skill won't make it into normal builds, IMO.

Focus Fire Training (Cruisers - Line 2, Battleships - Line 3)

Added the following effect:

  • Immediate damage when activating the priority sector: +1.5%

Changed the following effects:

  • Airstrike armament reload time: -10% → -15%
  • Aircraft preparation time: -5% → -10%

When you activate the priority AA sector, enemy squadrons in its range immediately receive damage, based on the squadron's HP. At the moment, without using this skill, cruisers and battleships deal immediate damage equal to 3.5% of the enemy squadron's HP, and the skills buffs it up to 5%.

Mouse's Take:  This is fine.  AA builds are incredibly situational as is so I'm not putting much weight on the upgrades here.  The changes here will not prompt me to take this skill on any of my battleships ever, but I never took it before so whatever.  It might make it into some niche cruiser builds but it's not a good skill overall. 

FylRiLp.pngSecondary Armament Specialist* (Cruisers - Line 3)

Renamed Enhanced Torpedo Explosive Charge to Secondary Armament Specialist and added the following effect:

  • Secondary Battery firing range +20%

There are cruisers that actively use their secondaries, however, there aren't that many skills that provide bonuses to them. This change will make this skill useful to a bigger pool of ships.

*not a final name

Mouse's Take:  Great to see cruiser secondaries finally getting some love after having their secondary potential nerfed years ago.  This is an incredibly niche skill, but for those cruiser which will benefit from it, it allows them to explore gameplay denied them for too long.  Happy to see it and this WILL be included in some secondary specialist cruiser builds going forward.

Furious (Battleships - Line 4)

Removed the following effects: 

  • Main battery reload time: -5%
  • Dispersion of shells fired by enemies attacking your ship: +5%

Added the following changes:

  • Improves your ship's characteristics for each active fire and/or flooding onboard your ship.
    • 1st fire/flooding - Main battery reload time: -10%
    • 2nd and each consecutive fire/flooding (up to 6) - Main battery reload time: -5%

Fires and flooding can be extremely frustrating, especially, when you don't have a Damage Control Party up. This skill will partially compensate for the inconvenience by providing the ship a significant bonus to the main battery reload. Additionally, it can be combined with the updated Super-Heavy AP Shells to reduce both fire and flooding damage.

Mouse's Take:  These are nice changes and I can see this making into a few players' builds.  However, it's not for me.  It's too expensive (4 points) for the gains.  I'd rather make room for Super-Heavy AP Shells in my builds than consider this one.

Dazzle (Destroyers - Line 4)

Added a new bonus to the activated effect: Reduces the accuracy of hostile fire directed at your ship and increases her speed for 15 s after your ship's been detected.

  • Ship speed: +8%

Mouse's Take: Speed is life for a destroyer, so I want to like this but I'm not so sure.  This is effectively a short-term Engine Boost consumable for 15 seconds anytime you get spotted.  I've not been impressed with the older version Dazzle and I'm not sure this additional short-term boost will clinch it in my books.  I'd rather take Swift in Silence.

jgyOihx.pngAA Defense and ASW Expert (Battleships - Line 2, Cruisers - Line 4)

Changed the following effects:

Battleships Cruisers
  • Continuous AA damage +10% → +15%
  • Damage from AA shell explosions +10% → +15%
  • Continuous AA damage +20% → +25%
  • Damage from AA shell explosions +20% → +25%

Activated effect: Improves your ship's characteristics when her AA guns are active.

  • Ship consumables preparation and reload time -15% → -40%

Activated effect: Improves your ship's characteristics when her AA guns are active.

  • Ship consumables preparation and reload time -20% → -50%

Mouse's Take: I wasn't taking this before on any of my battleships.  I'm not taking this now.  For cruisers, it might appear on specific AA specialists but it's not going to prompt me to look at putting it on any cruiser that doesn't already have jaw-dropping levels of AA already.

 

let's start by clarifying that when i read "added new" i understand as add a new effect to existing effects of the skill and that this is not some miscommunication that actually mean replace.

 

*Consumables Specialist:  would be better if it was -10% but overall is a nice buff for ships with lots of consumables 

*Preventive Maintenance: considering the low base health  of AA and secondary guns the gain is insignificant, wish it was something like repair a destroyed AA/secondary mount every "x" seconds

*Super-Heavy AP Shells: as far as i can tell the skill still increase fire duration by a lot so i would hardly call it a mandatory skill

*Improved Repair Party Readiness: would be awkward for the skill to give an additional +1 to heal when emergency repair already gives a +1. the 3 million threshold is flat out ridiculous, it should be something like 20-25 times your ship health.

*Secondary Armament Specialist* (Cruisers - Line 3): why they pair it with a torpedo skill is beyond me also +20% range without accuracy is for the most part pointless. My take on this is that secondary builds for cruisers need to make a comeback but not this way, Either give them specific nodes or pair them with the AA nodes

*Focus Fire Training (Cruisers - Line 2, Battleships - Line 3): still a mediocre skill, as said above this would be the perfect skill for cruisers to also get secondary bonus like increase and reduction to AA continuous damage also apply to secondary guns ROF on the reinforced side at a % of its value.

*AA Defense and ASW Expert: i take this for the cooldown reduction more than anything else, for cruisers this is where i would put the +20% secondary range.

*Furious (Battleships - Line 4): not sure why WG insist on making a build out of being on fire but is better than current furious so guess is a step in the right direction. personally i rather have something like increase performance for every enemy ship targeting your ship.

 

i am surprise they didn't change close quarter combat (BB tier 4) and outnumbered (cruiser t4), those are weird skills for those ship types.

 

Link to comment
Share on other sites

17 hours ago, pepe_trueno said:

*Super-Heavy AP Shells: as far as i can tell the skill still increase fire duration by a lot so i would hardly call it a mandatory skill

As ever, Wargaming's language is suspect.  Let's look at the language and how this may be implemented.  Now I'm going to use the word "duration" here.  Usually whenever WG tweaks "over time" effects, such as heals or damage, the way they do it is just by letting the effect tick for longer or shorter.  So though I'm saying "duration", the language could also simply be less damage over the original 60s / 40s timer.

  • Current system:  +25% to duration of fires and flooding.  This means a 60s fire now lasts 75 seconds.  A 40s flood now lasts 50s.
     
  • New System Interpretation #1:  +15% to duration of fires and flooding (25% - 10% per article).  This means fires now last 69 seconds (obligatory nice) and floods last 46 seconds.
  • New System Interpretation #2:  +10% to duration of fires and flooding (10% per article, they just didn't translate it properly).  This means fires now last 66 seconds and floods last 44 seconds.
  • New System Interpretation #3:  +35% to duration of flood and fires (25% + 10% per article).  This means fires now last 81 seconds and floods 54 seconds.  Gross.

Finally, we have the way I interpreted it:

  • New System Interpretation #4:  -10% to duration of fires and flooding.  This means fires now last 54 seconds and floods now last 36 seconds. 

I can't see this surviving testing if this optimistic interpretation is the correct one.

  • Like 2
Link to comment
Share on other sites

The language on the Super-Heavy AP Shells adjustment does nothing about the current extended duration of negative effects on a battleship. Instead I'd say the interpretation is that each instance of an active debuff simply does 10% less damage per tick. Or in effect each fire instead of doing 0.3% max HP per tick will now do 0.27% per tick to a ship with this adjusted skill. Thus taking a fire from doing 22.5% max HP over 75 seconds to a battleship without any mitigation to doing 20.25% instead. Effectively cutting in half the bonus damage you will take for running that skill. Because a stock 60 second fire is 18% max HP.

Expect to see this running wild on Russian BBs with fast damage control. Because it will actively reduce the damage they take until they can get the fast DCP cycled again. Great when combined with Fire Prevention Expert. Also a decent way of extending the value of how Furious is being adjusted.

  • Like 2
Link to comment
Share on other sites

You'd probably have to see the original Russian description, and even then there'd likely be some room for interpretation, or miscommunication, depending on which is applicable in a given situation.

Link to comment
Share on other sites

  • 3 weeks later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.