What a great idea to nerf magma and do nothing with metal and crystal.
I think it’s worth lowering the magma damage to 0.0, and increasing the metal damage to 2.0
(Irony)
yall forget that speed is gonna be more impactful with pulsar and explosion, which are the main reasons why those magics are broken since they dont require much aiming. that and combined mode and shape nerfs will make sure you aren’t reaching massive damage easily.
Had a thought about modes. Weapon aura gives +10% speed, size and damage but is permanent and no cost compared to temporary focus and aura which is magic/fs dependent, only one stat but can scale with intensity.
For mages (only info known?) Power ranges from 15% to 11.25%, Resistance 21% to 10.5% (glass is 3%), Speed 56% to 30% and devastation 15% attack size. Which are all larger than weapon aura at a cost of being temporary, having energy regen negated and only one stat.
Since the potency was nerfed why not slightly increase the intensity scaling to make a small compensation but not as powerful as before. Although majority will still build full power anyway but it was just a thought of mine.
Explosion end lag still not gonna scale with speed though
Not the grade A solution we’re looking for I think
I think a gank squad is inevitably going to be instant death no matter how the game works
I mean, I think it would be a lot easier to pull of a 1v2 or 1v3 if my legs weren’t beaten out from beneath me to start. I get this is a difficult problem to find a “perfect” solution for, but I do think @pristine has a good point with this that shouldn’t be glossed over.
not that ive got any solutions myself unfortunately
Worst two are glass and shadow low diff. Count your blessings
shadow is not bad what are you talking about
its literally good at everything except for clash rates
it doesn’t matter if it doesnt have any synergies, because it already covers everything else (besides DoT) on its own
and even without DoT you can just pick a magic that has it as your second
yeah, I don’t think those anti-running changes are healthy for the game. they seem fine under “perfect” conditions but those will only happen so much (and might be even less if this change happens).
Thesis
Forcing players to commit to a disadvantage for 1v1s with the high potential for group fights hurts the idea of natural conflicthot take, everyone forgets retreat is a valid tactic. it is a natural part of fights and trying to remove it does more harm than good. instead of nerfing people on the basis every fight will be a 1v1, make retreat in a pronounced fight harder to choose.
(naive) Ideas
off the top of my head: why don't you make dash distance scale on HP% down to a minimum of say, 50% effective distance at 25% or so HP? this lets you run away from a fight you don't want to take *at all* (i.e; you see 3 people running at you and you **really** don't want that, so you run),while punishing people that get into a fight and try to pull out with no consequences (got in over your head and started losing to that warlock? it’ll be harder to get away)
Issues / PoI
the points of interest I see with this are:-
that classes with ‘innate’ mobility (crash, rushdowns, weapons) will always have an edge, which isn’t so bad IMO? their range is stubby, but weapon TP moves are a valid complaint
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“What if both people get low?” it’ll encourage the other person to kill the other person even more since the fight is close, and both their general mobility will be shot. don’t force people to take fights. encourage them to stay in one.
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“What about Vitality builds?” is a pretty decent point I don’t have an answer for, tbf. I anticipate the damage offsets will be enough to keep them in line with having a high average dash distance
Other
you could also hurt other things like stamina regen and running speed if you really want people to commit to a fight once they decide to enter one.spitball idea: make player combat tags reduce the amount of oxygen you have and prevent people from switching armor in combat. seen a bit too many people equip a diving helm mid-fight and say byebye
(this idea is made with the idea of the current changes on the doc, not the current environment of AoE stripping you of half your healthbar)
…alternatively a lazier solution is to keep this original idea and let only the hunter damage the target
Similar to my buffing intensity scaling after nerfing the auras idea…why not nerf dash distance cooldown and stamina and make agility more relevant stat (outside of calvus gear (just a better elius gear) since power, size and agility is very all-rounded…3 stats on gear while others boss drops have 2 kinda broken in the early state of the game).
Agility coule have higher scaling while nerfing no agility build dashes. But these changes would only help if calvus gear didnt have the 3 most broken stats currently. Running power and size
WHAT?
Is this even real? O_O
What is this damage LOL
I’m assuming that’s bleed, shatter, full power and aura. Long set up tho
Hopefully additive damage calc and aura nerf will do something.
Another thought: Does nobody think calvus armor is overtuned with 3 (meta) stats while other have 2. Agility, power and size combo. Just elius armor with size
Yes, Calvus is just plain better than using 90% of armor. The only things that came close were cerynx and sunken but their main stat, defense is getting nerfed.
Just like defense and power shouldn’t go together, neither should power and size. Honestly power shouldn’t be let paired with anything imo.
And ultimate art blast with a greatsword shape. Pretty impractical to pull off in a real scenario but it’s a testament to crystal’s strength.
Makes 2 armor sets useless just for existing with better stats than carina and being a whole upgrade to elius
Fr. Also why is Carina the one with speed and Elius the one with agility??? Elius just camps his pillars and uses fast magic, not very agile. Carina tracks you across the continent but has no agility.
cause Carina’s attacks are quick and Elius hopping up places is the reason #general complains about him every 4 hours
honestly it’s shocking that the dmg stacking was even remotely was added or considered in the first place. but hey it’s here and i certainly wont complain, makes me care less about power and atk size (even though i’ve never used it w/ light magic because why would u thats weird outside gimmick purposes ;-; ) even more and im all for it
nah i’d chunk that up to glass and shadow atm, light has always realistically been a C to low B tier magic at best.
make vitality boost regen
The explosion nerf is decent but i have a boxing explosion warlock and I can send dame cassenaea it what ever the name is the length of a caravel using an imbued crash with 37 intensity( like normally, it sends at most a rowboat, but the imbue makes it extremely op in knockback)