v1.14.XX Balance Document - Thoughts and Discussion Thread

How many changes would you expect to be included in the mini update? Of course it would be ideal for all high priority and critical change to be implemented but I doubt that’s feasible, so do you expect at least all the critical changes to be added?

vetex works like a machine, so if he agrees with the critical changes, they’ll probably be thrown in in like a day
(also i saw your avatar and thought ‘oh, it’s diva! he can look at my suggestor application!’ and then i remembered that you’re a leader and not a mod)

Vet does work fast, but he’s not really enthusiastic about getting through balancing which he sometimes finds to be a slog, so I don’t really have my hopes up for too much happening in this update since it’s smaller and more focused

I haven’t had a good read yet cos i jumped straight to the thermo fist part
It doesn’t seem like a good enough buff to be honest. Not attacking for 2 seconds and half the heat bar is gone seems too strict imo.

oh, yeah, that makes sense

I seem to have forgotten, feel free to remind me.

Just meant to give it a bit less presence. Surge is very good against less-skilled players, and nearly useless against good ones. We don’t want it to be frustrating for those of the prior archetype, so we’re just giving it a little hit to make it slightly more committal and less safe.

Just means that all Strength requirements for skills now mimic Magic. Crash at 0 Strength, Ultimate Art Smash unlocked, etc.

Critical and high priority should definitely get done in their entirety. As far as the non-highlighted stuff, I’d expect him to get pretty much all of the simple number changes done with ease, but anything larger he might hold off on.

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any news on block power bugs? I’ve heard that Fortified literally doesn’t do anything. Not sure how accurate that is, does anyone know?

By “reduce the size of surge by 20%” what exactly would be reduced? Spread? Range? Both?

That is correct, Fortified is currently bugged. Should be getting fixed, it’s already been reported.

Just range for Surge.

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Really weird change, barely affects endgame but makes early game mage builds feel even shittier to play

While we were in Crimsonpant’s PvE vs. PvP thread, you and Mimhere mentioned that you don’t know a way to make the skill ceiling higher without making the skill ceiling lower. In one of my long reply posts I made a comment saying “oh my god what if you made splash damage lower”. I thought it’d be a good idea, but since not every attack is Blast, I’d have to think about how it’d work for every other attack in the game. I can think about it more later.

…Damn.

Nice. I don’t remember being able to apply ultimate art to my second magic, so this might be a chance for berserkers to shine.

Crash unlocking at Strength 0 also gives new players a chance to see what it’s like before committing. Good change

Might want to make it more obvious that you have to be facing an enemy, though. I’d imagine new players might try it, go nowhere, and assume it’s garbage

Very early game builds (redwake) are practically Savants with a title saying otherwise. You can punch the Jaw Pirates, and even Shura without losing out on much. Might be a problem around Frostmill, though.

i totally misinterpreted this. smash fucking rocks, so i’m excited

This is moreso to counteract the buffs to the Blast-cycle playstyle that went through last patch, with speed affinity now giving Magic endlag reduction on their skills. It’s meant to be a thorn, we’d like to revert it once Mage gets more skills and they finally move away from ‘Blast beam blast beam blast beam’ ad nauseum gameplay.

Adding a tip about cone check when using related abilities has already been suggested (I believe), hopefully it does end up happening.

Yeah, at the end of the day I suppose that stretch of time isn’t all that long, but it may affect new players’ perspective

Is that the only buff Thermo is getting? What’s the status of Thermo in the meta