nerf defense giving items then?
why is the trident shape getting nerfed aaaaaaaaaaaaaaaa
Update he discovered the Greatsword shape and is now dealing 400 damage with light + damage aura
good for him ig but he better have high atk speed
80+ to be specific
Something Iâve noticed while playing all the different strength routes is that everything with a fighting style is almost just as good with them as berserker, except for the different shapes(not really a huge difference, Iâd argue at least half of them suck) and focus, which is pretty decent I guess, but itâs best buff is like 300 hp that you have to stand still for 2 seconds to use, so youâll eat 300 anyway. My suggestion is this: allow berserkers to achieve a higher level of mastery on their first style slot. Basically how this would work is that it would mitigate some of the downside, and buff the overall stats based on the stat spread of the style. For example, sailor fist would have a larger bar, maybe some form of slow regen on it, with a small overall buff to stats since it doesnât have any weak stats. Now letâs say iron leg, which doesnât have the same kind of gimmick, but does have some weak stats. It would get a decent speed and range buff since those are the weaker stats, and a smaller buff to size and damage, since those are its stronger stats.
TLDR: berserker ainât special at all, so let it buff its main style to mitigate some of its weaknesses.
Let me know what you think!
Thereâs another shape that does +20% speed -10% damage but nobody will use it when they can use spear or trident which has +30% speed -10% damage. So itâs being changed to follow equivalent exchange.
Crushing Judgement dubs
The reason for lightning being buffed is because itâs arguably a worse wind, right?
Lightning:
- Damage: 0.85x â 0.9x
- Reason for the buff is because itâs an arguably worse Wind.
What about glass? Itâs basically a worse acid. Itâs arguably one of the worst magics right now. Plus conjurers get actively punished for choosing glass, with an imbuement that pretty much just nerfs them. I know itâs annoying to keep reminding about it like this, but itâs kinda worrying that I saw no discussion or even any mentions about changing something in the doc regarding to that.
Some calculations were even made on the previous posts, stating how overall, glass imbuement is still just an active nerf to conjurers even after the 1.1x buff.
itâs nearly impressive how extensive the glass discussion has gotten, jeez. has any of the conversation even been put into thought? because I seriously hope they revisit that Thermo grace period change and this weird HP regen change mentioned above.
I have never used thermo fist, but I do have to agree that 0,5 seems to be quite a bit extreme of a nerfâŚ
Is there a proper reason for a 0.5x damage increase? One is better than other argument is poor when every magic should be somewhat unique.
Wind:
Size: 1.2
Speed: 1.4
Damage:0.875
Lightning:
Size: 1
Speed: 1.5
Damage: 0.85
For stats Lightning loses in size and damage in exchange for speed. Both are fast magics and the current trend has less damage for more speed. Eg Shadow, Wind, Lightning, Light
With the +0.5x buff lightning will still be faster than wind and shadow, but stronger and smaller than wind by 0.25.
Lightning has other stats that can be improved like size or speed since its 1x size and the speed difference between it and light is a whole 0.3x.
Possible changes:
Lightning:
Size: 1 > 1.05/1.1
Speed: 1.5 > 1.6
Damage: 0.85 > 0.875
Not all 3 stat changes have to be made. 2 are enough to further distinguish itself from wind while giving it a slight buff since the most used magic in the game is âarguably a worse windâ
Iâm not arguing about the reason for the lightning buff. I do agree that itâs a terrible and quite vague reason. I also 100% agree with you that the focus should be making every magic have their own unique niche, be âuniqueâ in their own way. Buffing one just because âitâs a worse versionâ of the other wouldnât really fix the issue.
The issue with glass, as it was already discussed, is that most of itâs stats are either just average or straight up low with little to no apparent reason. Low impact damage with a low DoT when compared to the other DoTs, with average all around stats that do not match the low impact and DoT damage (1x speed and 1.1x size).
Even mages feel this issue, that glass is just bad, enough to make them avoid taking glass as a first element and even when they do chose glass, itâs only as a second element for the bleed synergy (and even then, metal can be considered just a better alternative).
Conjurers feel this issue 100x worse. Bleed DoT from the glass imbuement doesnât stack with the normal weapon bleed, you donât get any buff from speed and a very minor buff from size and your low impact damage makes it so your imbuement actively nerfs your damage. Itâs almost as if the game actively punishes you for choosing glass.
Unless something is changed, removing the element alltogether might be a better idea. After all, acid just makes exactly what glass do, just better.
Looking at the stats glass is the âfireâ of bleed. Average balanced stats, guaranteed effect on hit. Fire is getting a size buff and it would match glassâs size and speed. Acid has longer DoT, more reliable hazards, longer effect but slightly smaller size 0.1 less.
The first problem with it being a bleed stick is that the other magics have an irrelevant threshold of 5% when it should be 33% to match their potential impact damage (metal wood earth), making glassâs guaranteed bleed effect be useless.
Second problem is itâs balanced stats like fire. Again fire is getting buffed to match itâs size but why canât glass get a buff. Speed would be fitting since itâs sharp and can cut through wind resistance.
Third itâs a nerf on conjurers. Weapons already apply bleed and imbuing glass only nerfs the damage and give a 1.1 size increase to weaponsâŚwhich is being nerfed in the next patch. Glass is just a downgrade for conjurers. This reiterates the need for a buff of some sort. Rubble size is already being buffed but it would probably still be lacking compared to other magics.
Possible changes are:
Buff speed from 1x to 1.1/2
Buff size from 1.1x to 1.2
An effect to distinguish itself from other bleeders (or just increase the bleed threshold to 33% of the heavy magics). This could be like crystallise. Apply bleed 3 times on an already bleeding target and they get gouged. Or another effect you can make up on the spot that does increased bleed damage.
Exactly.
Even fire is better than glass for conjurers, due to the fact that fire not only gets high temperature synergy, but also synergizes with weaponsâ innate bleed. Meanwhile glass gets nothing
Giving glass a different status effect than bleed might help that. Not only it would make it similar to all the other DoT magics that can stack bleed and their own DoT (or simply clear the other DoT and gives it a synergy like fire).
Considering both acid and poison not only can have both bleed AND their own DoT going on at the same time, but ALSO get synergy from it, it would only be fair to give glass something similar.
Maybe make it so it inflicts Gouged when hitting a target that is already bleeding (without clearing bleeding ofc)? Even then, it would still not be as good as Acid, which has 10% synergy with bleeding targets on TOP of all that.
See where Iâm going? Glass is just bad. Both for mages and ESPECIALLY for conjurers. Buffing itâs raw stats, imo wouldnât make much to make it unique. Acid is PLAINLY better. just MUCH better in every aspect. Not only it synergizes with BLEED but corrosion and bleed can be applied on top of each other.
Sounds like the issue is balancing between glass cannon and tank builds and not hp regen then, right? Because if 2000 hp worth of defense is only equal to 100 damage worth power, sounds like a stat imbalance.
Cutting HP regen to a flat number just encourages glass cannon builds to stall out fights as long as they can to abuse the damage/regen differential.
Also, what builds you seeing that hits 200 damage blasts and 3k hp? Shit dude, I havenât even seen a proper build that has over 2.5k hp let alone hits for 200 at the same time. In general, glass cannons and pure tanks are pretty statistically unviable, with the optimal stat setup is a mixture of both.
to make glass unique to bleed, what if the damage and duration of bleed was heavily nerfed in order to fit the role of the âuniversal DoTâ and give glass the ability to bleed stack?
since bleed is such a general debuff as almost everything can do bleed like metal does bleed, earth does bleed (i think) and any weapon with an edge just does bleed, you make bleed that universal generic debuff thatâd fit as a DoT for everything similar to fire for burn or poison for poisoned, basic for bleed. Bleed could act like that placeholder status effect to give some sort of uniqueness/depth to almost anything like some things do pure damage while some can be bare minimum unique cause it has a universal status effect while glass elevates that low damage general debuff to an average debuff thatâd fit with all the other DoT ratios of every status effect being the same. This way itâd make glass a more DoT based magic with low base stats (like clash rates or damage) while being unique to other DoT magics like poison having a long duration by having an identity focusing completely towards that generic debuff but focusing on it enough to feel like the bleed magic. At the same time bleed stacking shouldnât be that broken (i think) since getting hit by 2 bad debuffs or 20 terrible debuffs would be the same as a regular debuff with the damage just split apart and how itâd also fit with glass doing bleed with almost every hit.
horrible idea
i dont wanna get my acid conjurer synergy nerfed just cause you decided to pick a lame magic.
just lower glassâs damage significantly and give it back bleedstack
Nerfing bleed imo isnât necessary. Itâs already the weakest DoT among all of them. Sure, itâs totally justified since itâs SO common. If you consider the amount of things that can already inflict bleed, itâs already pretty âuniversalâ. Itâs the only DoT normal weapons can inflict after all. And a number of different magics.
The idea of bringing back bleed stacking was already mentioned earlier and is definitely an interesting one. Imo I still prefer the idea of a âdifferentâ, stronger version of bleed unique to Glass. This way, it wouldnât just continue falling short when compared to other DoT magics, which can both use bleed and their own DoT at the same time (when using conjurers)
Its stats already fit quite well on your description imo. Most of its stats are average at best and itâs damage is just outright low compared to most magics.
But I agree with you. Imo, the bleed duration might be good as it is (changing it is a bit complicated, since it affects a LOT of things other than just glass. Even a small change like making it last less and deal more damage per tick might have an unintended buff for other bleed magics or weapons in general.
Glass seems to have a focus on bleed (or at least was supposed to). The idea of making it âTHEâ bleed magic is definitely a good one. Be it either by letting it stack bleed or by giving it a different, stronger version of bleed to occur at the same time with the normal bleed. Just like acid already does with corrosion
While I donât agree that any magic should be âlameâ, ideally, bleed wouldnât change nor itâs synergy with other classes. It would be FAR too problematic if it did, just due to the amount of things that can inflict bleed on the game and the number of different synergies with it.
The simplest fix would just give glass what it currently lacks. An unique DoT to work together with the normal bleed to make the damage at least comparable to acid, which is just a better glass rn.