Let's talk about skill nerf
Posted 27 July 2014 - 11:38 PM
Posted 28 July 2014 - 07:57 AM
Look, this is the umpteenth topic regarding FD nerf. I agree, the nerf was unnecessary. In fact if it needed a nerf so bad, they merely did the wrong thing. A simple cooldown increase nerf would have greatly increased the skill needed to perform successful locks. And Bandit still has the low-cooldown, easy to chain skills. Heck Savages have a mostly super-armored form of air-locking as well.
When it comes to class balances, Gravity Interactive has their hiccups. I mean take my case, as a Gladiator, they nerfed Gladiators Stumblebum after it's main threats of block and evade were nerfed. Now that, was a trade-off I didn't mind as they took away the main things it countered and made it balanced against others making Gladiator>Myrmidon>Overlord one of, if not the, most balanced classes. But look what happens; Twin fighters still get all 3 of their 100% block rate buffs and Stumblebum is now, at most, a 60% chance to counter assuming you can time it well with their weaving canceling the stun somehow or the twin just wailing on you before you can even think. So why does their block-rate work like 3 forms of Emergency Exit while Ninja and Paladin get a silly block animation and some shaved damage?
Another case where they screwed up are Priests and both Archers. For Priests, Diffusion Cannon and Double Shot had this nerf to where the damage drops if spammed continuously. Well Gravity forgot to apply that to Element damage as well. So You see these 1.5k-2.5k+ Element attack Invokers able to infinite lock and kill in under 30-seconds of mashing X to the first target they catch. Same with archers and Anti-air shot. Usually the damage reduction turns it's damage to mush quickly over time. But you'll see archers air-locking with it using elements to bypass that. And I'm not even sure if Summoner's Smart Shot X-spam is supposed to follow that as well.
My point is, the developers have their priorities with class balancing Scrambled. Now for Paladin's case, that combo nerf and block changes was a screwy form of a nerf we've been waiting since PSB (A Mid-late 2010 patch) for when they suddenly got a damage steroid. And the only thing that Savages should have got was the Evade rework like Ninjas making it more fair. Right now there's easily a list of "most-demanded" class balances and Gravity will probably not even do that properly at this point.
Posted 28 July 2014 - 06:16 PM
Posted 13 November 2015 - 06:54 PM
I find it absurd that knights have a cast time for 'Spin It Bear' while monks and other magicians do not require cast time for most of their spells.
Posted 14 November 2015 - 01:49 AM
No necroing of topics please. Also what do you think you will achieve from writing the same stuff in every possible topic?
I already told you in the other topic that Spin it Bear won't be changed.
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