Skill Changes (PvP only)
Specialist
Sniping: Cooldown increased by 7 seconds in PvP, Damage reduced by 30% in PvP
Archer
Shootdown: Cooldown increased by 1 second in PvP, Damage reduced by 20% in PvP
Please try the changes out and give us some feedback (only about the changes – please post further discussions, suggestions and proposals in the particular class sections of the forums).
If you think that some further adjustments are needed please tell us why you think it's necessary.
On the counter argument that it was overpowered back when evade was still here was mainly because player's hp pool's were ALOT smaller due to god gear and everyone stacking agility to get enough aim rate and critical damage being worth double its current amount. But now it's no longer OP because hp pools are alot higher practically double, Critical damage is 1/2 its value from back then, now Critical Damage is capped at 600% critical rate is also capped, attackspeed is also capped. Those were all indirect nerfs to sniping. So here we are now, with a -30% anti air shot, -30% x-damage, -30% sniping damage, -20% shootdown damage, double cooldown on sniping, moonwalk fixed distance. Destroyer's redeeming feature is it's damage, yes it has other forms of damage like there strongest skill vulcan300, but that has a .5 second cast time a 60 second cooldown and the destroyer has no way of making it land for 9 seconds. It's former redeeming feature was it's 2x more accuracy with sniping, and movement speed of an archer, sadly both no longer very redeeming due to lose of evasion and capping of mspd. Why and how did the team come to the conclusion that sniping needed a nerf. when a destroyer can't even keep there enemy still to use the skill in a combo because literally all there skills either provide zero stopping power and can be jumped out of or easily dodged. Let's say you do catch an enemy and land the snipe what next there is literally one option but to run and clock the cooldown to rinse and repeat for 15 seconds, they run at the same speed and map's have walls you have to abide too.
Here's a list of skills that can't be recovered by pressing jump action button, even if chances are slim.
Ninja: Rocket Punch, Hypnotizer, Mist Slash
Savage: Rocket Punch, Cossack Dance, Provoke, Claw Fishing, Hell Shouting Final Decision, Rolling Stinger.
Dragoon: Swords Dance, Hammer Crush, Cross Cut, Broom Jab, Shield Strike.
Overlord, Swords Dance, Hammer Crush, Gust Slash, Stumble-bum, Death Snatch
Sentinel: Net-bind, Freeze Trap, Wire Action, Tesla.
Destroyer: nothing Maybe Flashbang once in a bluemoon.
Sorcerer: Emblem, Blizzard, Snow Blues, Octopus Ink Gun, Time Freeze
Invoker: Barbarian, Witches Curse, Spark Rock, Lightning Magnet, Wraith of Heaven.
Jumeaux: Power fist, Dragon Kick, Spin Kick, Infinite Turning Kick, Sliding Kick, Spirit Spear, Infinite Kicking. Ghost Fighter, Training Time.
Summoner: Spell Trap, Golgon, Impact Presser, Rolling Stone,Elemental Storm.
So the dev team is nerfing the damage and doubling the cooldown on the class that can't even keep their opponent from escaping and chasing them, with no option's to deter said enemy. This is blatantly nerfing a class that didn't need a nerf at all, this was the classes only redeeming feature.
Update: The +7 second cooldown was a typo and is only +2 seconds as relieving as it might be the 30% damage reduction is still there, which yields to a -10% damage reduction after the class modifiers so -10% of damage before class modifiers were added.
Edited by Apocryphos, 08 August 2017 - 11:32 PM.