kedrik

Just a Suggestion

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Assassin was nerfed in official, seer is just like that since it was released, also Bash has said that he going to wait until official gameforge release its SPs changes from entwell (Korea), and didn't going to change nothing about SPs until that, so, just wait... 

 

Or if you want, also nerf crazy iron skin for war, or armor breaking from serker, or nerf 5k critical cap for scout, or nerf eye and 99% chance of stun from Ranger, or nerf DG too, or nerf ele down for pve and change horror debuff from archi, and blah blah blah... 

PS: Of course, everything will be changed when GF release their SPs reworks (for better or for worse, that remains to be seen), but what I can assure you is that changes in vendetta have been suggested hundreds of times and the answer was always "when GF makes its changes we will do a review of all SPs, patience". I doubt it's different this time

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Seer gets nerfed, everyone will play warrior because its busted, there is no winning in this situation.
I think the worst thing Bash could have done is to add more overall resis to the game, it ruined reduce resistance completely. Warriors have 190+ overall resis with 2x defence, tell me that's not broken.

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2 hours ago, Squizzy said:

 tell me that's not broken.

That's not broken because an assassin with r6 dagger can 1 hit a warrior and that's what's broken :/

Plus the war can also be kited by  a Bushtail pet if you count how slow he is.

Also If you got a brain bigger than a mouse scout can kite a war with his "Op IroN SkIN" and kill him 1 vs 1, oh but wait you talking about safe hit ganking, sorry if you don't 1 hit in that kind of situation.

What's actualy broken is seer damage that cannot be lowered by anything if not by a dh (AHAH) or another seer (of course counting how broken it is it would counter himself no?) , and his defence is just ridicolous, counting he takes 65% less damage + can go immortal, not take debuffs, and basic hit you for 8k damage AND can, if lucky (but not even that lucky), perma combo soft + onyx you and kill, literaly, in 3 seconds from full hp.

So no, war is not broken. Seer is.

Edited by Rippes
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Everything is broken, let's all agree to disagree and see the changes.

However as said before no one is going to be happy if they get their main specialists all nerfed so I don't see nerfing as a solution, rather buffing the weaker specialists in ways that would give them a chance to breath in this meta.

Cause let's be honest here, the only reason people play 'broken' specialists is because there's literally nothing else that's better or worth it, if a Mage doesn't play Seer & DG then you're doing yourself a disservice and in situations like RB you're almost useless if you don't reduce ressistance and can be 3 shot even with double defence and enhances.

So instead, let's make all the underpowered specialists, broken too! (Hear me out on this) If every specialist was broken in 1 way or another, it might actually balance things, like it doesn't need to be something literally insane, but definitely strong enough that they'd be eye & eye with the top tier specialists at the moment.

Example : I'd make Red Magician a cool down freak, his abilities at the moment are a bit useless because he has like 2 stuns on high cd skills and a few debuffs that aren't that impactful, but imagine if all his cool downs were decreased by a ton, my idea would be to give the mana shield a secondary buff on use that lasts for like 10 seconds, and during that 10 seconds all cooldowns would be decreased by 50% on use of a skill. I feel like that would give RM a chance to re-use his most important skills within a PvP as you'd probably only use them once or twice in a realistic situation.

 

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42 minutes ago, Kaizou said:

Everything is broken, let's all agree to disagree and see the changes.

However as said before no one is going to be happy if they get their main specialists all nerfed so I don't see nerfing as a solution, rather buffing the weaker specialists in ways that would give them a chance to breath in this meta.

Cause let's be honest here, the only reason people play 'broken' specialists is because there's literally nothing else that's better or worth it, if a Mage doesn't play Seer & DG then you're doing yourself a disservice and in situations like RB you're almost useless if you don't reduce ressistance and can be 3 shot even with double defence and enhances.

So instead, let's make all the underpowered specialists, broken too! (Hear me out on this) If every specialist was broken in 1 way or another, it might actually balance things, like it doesn't need to be something literally insane, but definitely strong enough that they'd be eye & eye with the top tier specialists at the moment.

Example : I'd make Red Magician a cool down freak, his abilities at the moment are a bit useless because he has like 2 stuns on high cd skills and a few debuffs that aren't that impactful, but imagine if all his cool downs were decreased by a ton, my idea would be to give the mana shield a secondary buff on use that lasts for like 10 seconds, and during that 10 seconds all cooldowns would be decreased by 50% on use of a skill. I feel like that would give RM a chance to re-use his most important skills within a PvP as you'd probably only use them once or twice in a realistic situation.

 

I absolutely agree with this.  Don't nerf stuff. Buff the weak stuff instead. 

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The problem of SP is that some have peculiarities while others are only dispensers of damage with defects.
If we take the RM and the Seer we can clearly see how with the first you can only do damage while with the second you can:
-Climb the walls get the relatives in PVM and in Act 4.
- Become immortal for 10 seconds
- Apply a malus that forces the enemy to move badly and not be able to use objects of heal
- Apply a malus that affects the CDR of his skills

The fact that the Seer is unbalanced is clear, but it is also clear that the counterparts of the other classes are too.
Not for nothing if the mage turn with 2 SPs out of 8 the archers always run with the Scout and sometimes with the Sin.
The war is very unbalanced because the morale and its defense are monstrous and above all because it is unheard of the fact that a sp to create for tank can still dispense tons of damages.
The monk and the renegade at least are balanced but the war is a different story.

Or balance all the SPs
Or the old ones are buffed to bring them to the level of the others.
The problem of the second choice is that as far as you can boost an sp like the Holly mage or the Destroyer they will not have really useful skills for the PVP compared to their counterparts (SEER DG SCOUT ETC ETC).

6 hours ago, Rippes said:

That's not broken because an assassin with r6 dagger can 1 hit a warrior and that's what's broken :/

Plus the war can also be kited by  a Bushtail pet if you count how slow he is.

 

About that is clear that this sp is very stupid now and i'm and archer.

Years ago he was strong if the player knew how to use him to perfection.
Now it's a sp that is based on:
I take a charge of 7k+
Active Cric Up
I hope I don't miss the shot
If i hit the enemy: I win the PVP.
If I fail the shot: I look and try again or i die.

Bringing the old Sin back many years ago would make this SP balanced and absolutely the most used by archers.
Even buff the hit rate or slightly damage.
Don't have a glass cannon that dies if its only strong blow fails.

 

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Guys, we should buff chicken sps, who is with me?

Honestly, gameforge/entwell fcked up all sps twice, either renting them useless or too strong which sometimes someone found out of a build to rekt those sps that are OP or strong. 

But I would say that this is more balanced than before and hopefully they will nerf or remove something from scout ect .

But some of the sps that are shared example pirate , chicken ect were left out of gems and they dont get new abilities or buffs to their kit, making it that u need a clv weapon to even start doing 100 to 6k to people which is rater unfunny for those who love the sps , again lets Buff those sps?

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Nostale PvP is impossible to balance because of all the luck factors.

Seer just feels so unfair cause most of his strength comes out of his manashield which is permanent, has a low cooldown so it can be rebuffed at any time (not like iron skin for example that can be stolen by a dg, leaving a war vulnerable for 30-90 secs) and also works vs softhits.

So, if you nerf something about seer please just nerf the shield, damage reduced by 40% is just crazy

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Iron Skins cool down is 30 seconds, you're not really as vulnerable as a mage due to the fact that swordsmans have  the highest hp & defence value by class + morale, since we mages have the lowest hp value, losing our shields means game over instantly and there's actually been a lot of times where I wasn't able to reload my shield due to a stun or the numerous buff remove skills from DG, which can still take it away again leaving me vulnerable for at least 15 seconds for my cool down.

A lot of people also forget that we're legit squishier than Archers without our shields so being able to reload it back on time is very crucial.

I'm not gonna talk about Seer balances as I know it's a sensitive topic these days.

However for class balancing, I still do believe changes can make an impact, there's always going to be rng in this game but that doesn't mean having better sp's with better skills wont change anything,

 

 

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8 hours ago, Kaizou said:

Iron Skins cool down is 30 seconds, you're not really as vulnerable as a mage due to the fact that swordsmans have  the highest hp & defence value by class + morale, since we mages have the lowest hp value, losing our shields means game over instantly and there's actually been a lot of times where I wasn't able to reload my shield due to a stun or the numerous buff remove skills from DG, which can still take it away again leaving me vulnerable for at least 15 seconds for my cool down.

A lot of people also forget that we're legit squishier than Archers without our shields so being able to reload it back on time is very crucial.

I'm not gonna talk about Seer balances as I know it's a sensitive topic these days.

However for class balancing, I still do believe changes can make an impact, there's always going to be rng in this game but that doesn't mean having better sp's with better skills wont change anything,

 

 

I wasnt talking about the ability to rebuff the shield, just the value of it

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I think the biggest issue with seer is the combo not the shield. I still rape seers but the problem is that they can just spam combo and do 10 hits in 1 second + onyx procs so you just get destroyed. 

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20 hours ago, Squizzy said:

I think the biggest issue with seer is the combo not the shield. I still rape seers but the problem is that they can just spam combo and do 10 hits in 1 second + onyx procs so you just get destroyed. 

With high enough magic dodge you got to be a bit unlucky to eat a long combo, also it doesnt hurt that much if the seer doesnt hit the blue debuff thingy (forgot the name). So yeah, really powerful spell, but not what makes seer op imo

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