The Balance Patch Feed Back
#1
Posted 14 December 2011 - 02:03 PM
Thoughts:
I'm a mainly PVM, MVP kind of player. I don't woe much.
Seems that shadow chasers lost some of their versatility.
Thoughts on Rune Knight
I can go along with the following:
Storm blast nerf
Dragon Breath reduction in WOE only
Nerfing clashing spiral and Upping Hundred Spear
Gloomy now removes mounts.
I don't get the following:
Nerfing our already nerfed HP - Two nerfs already
Nerfing DB in PVM setting
Reduced times on the RUNES.
I feel like alot of balance patches involves balances in WOE. Which is good since WOE is a big part of the game, but I don't understand why balance patches have to hit the PVM players as well.
How about just nerfing characters in woe, leave the PVM players alone.
#2
Posted 14 December 2011 - 02:34 PM
#3
Posted 14 December 2011 - 02:40 PM
#4
Posted 14 December 2011 - 02:48 PM
#5
Posted 14 December 2011 - 02:55 PM
NEEEEEEEEEEEEEEEEERF, PLS........... Neeeeeeeeeeeeeerdfsdfasdasdasdasdasdas GX ITS INSANE!!!! 5k per hit with cros impact? and 14k per hit with rolling cutter?
#6
Posted 14 December 2011 - 03:01 PM
- Max HP decreased (All builds).
- Slower cast while not stronger, for several skills (Spell Casters).
- Spell Fist lost 1/6 of its power (Spell Fighters).
- ASPD for 2-h staves severely reduced (Spell Fighters).
For homunculi:
- Their Flee is real (what the window shows).
- Global Coolowns are no longer bypassed by Vapo/Call.
Anything else?
#7
Posted 14 December 2011 - 03:34 PM
Ive been wondering too if they forgot the iro specific changes or if they decided to stick to kro even if they didnt improve it from laziness.Change Arrow Vulcan's cast time back!
This post still the best regarding cast of skills kro denies the existences of (and doesnt update for renewal mechanics)
http://forums.warppo...946#entry177946
Its not like its gonna affect woe or something, it just wont be horrible and make the pre 100 time more fun.
#8
Posted 14 December 2011 - 03:36 PM
We did not forget, the intention was to implement the skills first, then adjust. We'd rather say "you broke this" to HQ then have them say it was our custom changes.Ive been wondering too if they forgot the iro specific changes or if they decided to stick to kro even if they didnt improve it from laziness.
This post still the best regarding cast of skills kro denies the existences of (and doesnt update for renewal mechanics)
http://forums.warppo...946#entry177946
Its not like its gonna affect woe or something, it just wont be horrible and make the pre 100 time more fun.
#9
Posted 14 December 2011 - 04:35 PM
#10
Posted 14 December 2011 - 04:40 PM
We did not forget, the intention was to implement the skills first, then adjust. We'd rather say "you broke this" to HQ then have them say it was our custom changes.
See now if that was said from the get go, I'm sure there would have been less rage.
#11
Posted 14 December 2011 - 04:44 PM
For sorcs...
- Max HP decreased (All builds).
- Slower cast while not stronger, for several skills (Spell Casters).
- Spell Fist lost 1/6 of its power (Spell Fighters).
- ASPD for 2-h staves severely reduced (Spell Fighters).
Bleh multi-quote failed, I meant to comment on this in that I whole heartedly agree. The HP mod was insanely un-needed, I sat and thought about it and I could not come up with a single reason why. Increasing cast time and not getting more damage for it was a bit of a low blow too. But really spellfist did not need a nerf, its already nerfed by design on how you have to activate it.
#12
Posted 14 December 2011 - 04:52 PM
#13
Posted 14 December 2011 - 05:09 PM
We did not forget, the intention was to implement the skills first, then adjust. We'd rather say "you broke this" to HQ then have them say it was our custom changes.
In regards to the iRO custom cast times, this should have been made clear from the start and mentioned in the patch notes. Big communication failure there Oda. It had been a big deal for the community back when we finally got some changes to the cast times for particular trans skills earlier in the year. There had been countless long winded threads and discussions before this, attempting to explain to Heim just what the problem was (before he could even try and sell HQ on the idea) and then a quite few weeks of adjusting all the skills in question. Anyhow, something should have said - as it did appear (seeing as this issue was mentioned countless times in the bug reports thread for Sakray, with no responses) that it had either been forgotten in the rush to go live (our end not requesting it) or just removed on purpose (Korean HQ decision). Anyhow it would be nice to know, when our custom cast times will return. Are we talking days, weeks or months?
Edited by lainee, 14 December 2011 - 05:11 PM.
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