What in the world, balance team? (Balance changes discussion thread)

I think what he means is that since magic speed afanity has a lesser impact on magics due to no endlag changing, that’s why they are so high and that if they affected endlag they could be nerfed to make them balanced. Without realizing that even if magic had endlag decrease of as small as 10-20% it would become broken

You could ask him to put in the sweeping changes first and then let you test those while the rest of the update is being worked on. By the time the update is complete, you’d have a good idea of how balanced the sweeping changes would’ve been if they were added in the previous update

then explain thisimage

No, it’s not negotiable. He does balance changes dead last, always. Wish there was another way, but he doesn’t care enough about PvP for that to change.

Forgive the wording, but I meant he doesn’t want sweeping changes to affinity ranges. Light going below 1.8x, for instance, is not negotiable to him, it would seem. This is also a lot of work to change a system that works fine with some small changes. General waste of dev time, and I’d like to reiterate I don’t think a single PvP player would agree with the assertion that magic speed affinities on imbue need to be unhalved or that magic needs to be rebalanced around speed affinities affecting endlag of all spells.

The new option we’ve been provided allows us direct control of reigning in outliers or pulling up struggling picks in regards to imbue, and will continue to be useful into the future. This entire thread has been a massive overcomplication of our abiltiy to now perform very simple changes.

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At the end of the day, as long as Light is the fastest base magic, or at least the fastest in general really, we’ll still be fine and dandy. Would sting but nothing we wont work around.

This thread makes my brain hurt :confused:

i mean whoms doesn’t after reading all of that

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Bro, pulsars are now easily clashed by shots, what the fuck balancing team is ever thinking about? Shots - Fast speed, big AOE, good at clashing some of the spells, almost no endlag.
Downsides - only fucking range.
And how do you suppose earth mage which is suppossed to fight in close range should somehow avoid those shots?
But if you start parry or dodge (cuz dashing won’t help you most of the time due to shot’s aoe), then you will get punished by a crash which will deal 30% of your life due to combo.

Im not even saying about strenght build’s grabs which actually stun your enemies while snares do not.

Results: Even heavy warlocks like magma warlock, will always have lower endlag than heavy mage and will be able to make combos dealing 30-40% of your life without any ability to dodge or block due to long stun. While heavy mages does not really have any combos for snare, cuz snare does not stun enemy, yes you can shoot beam or pillar in the direction of the opponent’s fall, but its will deal lower damage and its will be actually blockable, while warlock’s combos are not.

So if you meet actually good warlock with many hundreds or thousands kills, then you do not stand a chance no matter what, if you use heavy mage. Unless he is make some big mistake.

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We do not have clash rate numbers. When we wanted to nerf clash rates in 1.11 back when Pulsar was OP, all we can do is leave it to Vetex’s choices. We’re re-buffing its clash rate next patch.

Slow magic Mage is in a bad spot, which we’re trying to mend. This is mainly due to Attack Size being additive, not making it an inherently useful option for high-AoE magics, and the multiplier of 0.85x that was placed on it after 1.11. Magics like Earth struggle in a speed meta, but they’re certainly not unusable.

You can break out of knockdown by inputting any movement or skill. Same with Knocking Blitz and other weapon grabs that cause knockdown. Afterwards, you can easily parry the predictable follow-up.

That is the mindset that keeps players down. Slow magics on Mage may not be in a superb spot, but they’re workable. Try your best to learn the habits of Fighting Style users and play defensively if you need to zone and chip them down over time through Blast predictions and heavy punishes.

Oh, sorry.

Current metas have pretty low endlags, while heavy magics like earth do have abnormal endlags. For example I will pick earth pillar, it is really useful due to its overpowered vertical AOE which is thunder for all airstallers, but its endlag is veryyyyyyyyyyyy slow, like really absolutely slow, when I see its endlag I am feeling that I casted 3-4 pillars instead of 1, which makes using pillars very risky and almost always punished. (By they way I noticed that every slow magic pillar have this problem and im using carina build with its attack speed, so my issues are not the worsest possible variant)
Earth beams seems to be just a nerfed shots, due to somewhere same range. I use earth beams as a main attack type due to blast being too slow, but I cannot lower beam’s size cuz if you use it as a main attack in some situations its size is very important.
By the way, lowering size of heavy magic’s attacks right now is not quite easily due to very fast metas. But if you don’t lower its attacks size, then your damage with 97 power build will be around - 142 damage, (both - beams and pillars). And this is not alright since people right now have around 1500-2000 health and fast healing.

Due to long endlags, its easy to punish heavy mages with grabs. And I don’t fully understand what did you meant about breaking out of knockdown by inputting any movement.

Well, dying 200+ times in a 2-3 days in the fight with 1 the same player on the arena seems to not be really healthy and useful to learn him.

Two things to keep in mind; first, only Explosion and Pulsar have their endlag affected by magic speed. Personally, I’d do my best to avoid both of these spells in most scenarios when playing something like Earth, Metal, or Magma, unless you’re in a position where you can’t really be punished for casting them.

Slow magic Beam isn’t really the best, aside from their AoE. Generally speaking they’re really easy to hit when in range, as you can abuse the end of the Beam’s explosion hitbox to score some easy damage, but I would agree that their range is worse than Shot in most scenarios.

Shot is having the feature of its range being affected by attack speed completely removed next patch, as we want to keep it a reliable close-range option, whilst Beam excels at damage over longer distances.

For the first, once again, just do your best to avoid Explosion and Pulsar; even on faster magics, good Mages tend to stay away from these spells due to their punishability. For the knockdown part, I just mean that doing something like a dash whilst you’re ‘knocked down’ on the ground after a Rushdown or something similar will give control of your character back; the stun duration isn’t set in stone.

There’s always room to improve as long as you do your best to play proactively, make less punishable mistakes, and start to work parry timing into your muscle memory. Here are two slow magic clips to reference.

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So they were added just for special cases?

Explosion was given endlag based on the magic’s speed to prevent the Ultimate Art Explosion and normal Explosion spam that we saw so much of in 1.11. Explosion should be a low-effort decent-damage spell, and to account for that, it should be pretty easily punishable if you use it in a tricky spot.

As far as Pulsar goes, it was mainly added since slow magic Pulsars were better than fast magic Pulsars in most scenarios. Now the whole spell kinda sucks, but we’re trying to fix the scaling and get it working effectively.

the only way to make a true combo/make it deal 35% of ur health is either ur a glass cannon, or you’re unlucky enough to face a hard CC warlock

that man running hard sunken set 100%, with that big of health and aoe

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If magma warlock does count as a hard enough, then yes, I am that much unlucky.

do you know what a hard CC is? Since magma warlock cannot have a hard CC

CC = Crimson Crescent. :Troll.:
Well, if being serious, I didn’t played for 3 months and im playing to get fun, so I don’t know many ciphers. You can clearly see why I ignored it for the first time.

hard and soft CCs aren’t even an AO term, I’m pretty sure they come from MOBAs. Basically a soft CC is something the impends your movement or slows you down (slowness gel) while a hard CC is a stun (petrified, frozen)

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In basic terms:

Crowd Control if you happen to not know what CC is abbreviated for.

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THEY BURNT THE FOOD (Complete sentance)