There’s so many balancing changes today.
Bro think this is a circus with all this balancing act.
Meta always pops in to answer the most random bteam related stuff
You’re blatantly lying
aura, focus, and sailor aren’t explicitly designed to make you stronger as the fight progresses, in fact sailor does the exact opposite
The mistake you’re making is that you’re looking at the damage nerf in isolation. There are fixes to the heat bar which will make thermo easier to use for the average player
I do know that sailor is designed to be the opposite, however with the current state of things it’s just the best fs, peroid. The bar is extremely easy to maintain and it offers very good stats, as well as stun synergies. If there was a change that exemplifies this aspect of sailor, when then it would be different. Something like reduced water gain in combat would solidify its identity instead of the semi liquid state its in right now. As for Aura and focus, I would argue that they are, otherwise they would just cost 0 energy and have 0.00001 second casting time.
Additionally, I don’t see a problem with thermo pre-heating as I have stated that it is unlikely to make any meaningful difference (imo). Even if it does, you still have to maintain it, which is costlier than just baiting out your oppinents attacks before commiting to the attack and building heat that way.
Wait werent they put on hold? Sorry im not really too up to date with balancing changes rn.
These changes
- Only affect out of combat (pre heating)
- Only affect certain builds (when apparently berserkers are the main offenders)
So then why are you nerfing thermo for everyone
In the grand scheme of things, fast + high damaging powers become increasingly more oppressive in high skill PvP, but are often not seen as a balance issue for low skill PvP or casual players. Take Lightning and Shadow Magics for example, which have had points of clear dominance in the meta due to being magics that focused on speed and damage.
So in nerfing fast + high damaging powers leaves the question: How could we end up doing addressing them sufficiently while affecting casual players the least, while still making them less oppressive in the competitive scheme? On top of having to deal with a balance time budget and making sure changes on done as efficiently as possible, it is a difficult thing we have to account for, and sometimes sacrifices do have to be made.
This is more of a question than anything, but do you think that the power aura + damage scaling nerfs will be enough to prevent the extreme damage builds (such as a magma ileg with 120+ pwr) from simply replacing these?
Magma imbue specifically is getting a slight damage nerf.
Additive damage changes may not have time to make it for this patch, but Power Aura/Focus has been a notoriously large source of damage for damage-stacking builds, so I’d expect it to be at least someone mitigated with the considerable nerf on that source.
However, there still stands the inevitability of size + power builds (like most Magma Iron Leg Warlocks) being absolute noobstompers, but there isn’t really all that much we can do about that since that’s just how it’ll be by nature (they’re inherently easier builds to pick up due to high size + high reward, and noobs struggle to punish opponents).
The magma conj has fallen, billions must run metal
hey meta unrelated but imbuing spirit onto magic doesnt seem to affect size at all, is that intentional?
dooey found dead in a ditch