Most normal balane server discussion I could find:
Just set everything to do same damage and game will be fine
Buff everything, if everything is broken nothing is
buff wind
Hours strat
Honestly though
This is a legit strat and a way to balance a game.
Not a single non overpowered thing in this game
In all fairness, I’d take this over the balancing team’s other method of balancing. That being to randomly nerf whatever’s 5% too strong when used by 6,000 hour players.
I’ve taken a stroll into the balancecord and they are excessively pedantic about anything even mildly interesting or performing an iota beyond their gimmicks. Water Conj getting nerfed all because Meta got slathered by it once.
We have some real shenanigans going on with the balance team right now and I don’t appreciate it. Cannot wait for them to attempt more nerfs on anything excelling an iota beyond their niche into oblivion.
Balance team fired when
we love hours here
Why does there need to be a drawback? The world will never know
There doesn’t, it’s just an excuse to nerf it. Does warrior/knight aura have a drawback?
90% of the discussion around Water was on Warlock. Galaga originally proposed that Water-Leg is busted, I said “ok sure but let’s wait to see if it’s an actual problem and it’s not just you having issues,” everyone started to realize it was busted, hence, Water imbue getting nerfed.
for it’s non negligible size increase
Water was just a flat 20% boost to Conj* and 10% to Warlock after the Warlock nerfs. No tradeoffs whatsoever, meaning it was obnoxious in many cases (especially apparent in cases where it has a bleed synergy, meaning it gets a DAMAGE buff as well.)
Snow is a 5% speed buff and a 15% size buff (5% on Warlock). It’s definitely not as obnoxious in addition to the fact it has no bleed synergies.
All this begs the question “If bleed synergies are the problem why not nerf bleed synergies?” I’m not sure I’ve ever seen a Water-Imbue build that doesn’t take advantage of Bleeding, so I’m going to assume this is the case (although I could be wrong.) In this case, I don’t actually think I have a strong answer for this.
[Retracted the rest of this paragraph since it was just ramble, used it as a response to another comment since it was more relevant]
*Note that Conj just directly applies magic multipliers to the weapon sizes, which is why this is the case
It is that it’s a good general rule for imbues to have downsides to match their upsides, otherwise they’re just free stat-buffs, which can in some cases make them better than main builds. Warlock builds have already been stronger than Berserkers in many cases, even though most of their imbues have fewer benefits than Conj imbues (Conj imbues all give more size, and almost all weapons deal bleed, which MOST weapons synergize with).
Imo, imbues can still be a small net buff. Stuff like Basic Combat imbue giving a 5% damage buff with no other changes is nothing to be concerned about. It has to do something. Anything more than that though, is not really a good thing.
As of right now weapon hybrids have 99% of the options as Warrior/Knight + access to other classes, it’d make sense for their weapons to at least be better, especially if their Awakening offers nothing else of value.
Kinda just rambling at this point because I can understand what you mean, but it can’t always work.
Just look at all the new stats from Dark Seas gear. It was essentially a buff to all stats and yet it made the state of the game worse in many cases.
Only real benefit that came out of that was that gimmick builds are more viable. But now it feels garbage to run a well-balanced build.
Gonna be honest, I could’ve sworn water had a negative syn with bleed but I guess I misremembered (wiki and trello also go against this). Nevertheless, assuming imbue syns are halved for conj, then this is a +5% damage buff with 20% size. Warrior/Knight Aura is… 5% damage, 7.5% speed, and 10% size
They’re pretty equivalent, although, water is conditionally better (w/ sharp weapons) assuming you value speed and size in a 1:1 ratio.
The new change makes water ~2.375% for damage which is objectively making water a bit worse (even conditionally). If the issue is that sharp weapons are just used more often so this is pretty much constant, then it’s a blunt weapons issue not a water imbue issue. Make blunt weapons more interesting, hell, if you have to make blunt propaganda.
Yeah but as I argued before, with the way weapons work Water should arguably be a bit worse. Weapons have more “main-build exclusive” skills than any other class, but that’s also because they have like 80+ different skills.
Having their stats (the only thing they get from Awakening mind you) be overall better than a Conjurer’s stats is a good thing. Conjurers have magic.
Almost all weapons in the game deal bleed including blunts. The exceptions are as follows:
- PTD (Poisoned)
- ScaldTD (Burning)
- Atlantean Mace (Slowness)
- Triasta (Charred)
- Sunken Sword (Soaked)
- Sunken Staff (Soaked)
- Quick fun fact: Atlantean Greatsword can stack Bleeding. This is intentional.
HOWEVER, I’d still argue that nerfing Water’s bleed syn is probably a better idea than nerfing its imbue affinity. Regardless I don’t actually care that much. Water imbue will still be fine.