2012年4月16日星期一

nerf thread

A Thread where we can post ideas for nerfing OP stuff that directs gameplay too much:

Current issues i see:

SOS: Imo The spirits from SOS is too high level, as someone who have used this skill alot i can honestly say it is a fun way to play but the spirits level is too high which means that you can use them both for soaking up tons of damage and dishing out tons of damage and solo most things. Lowering the level of the spirits would mean that people would have to work together to diminish the damage the spirits take if they are meant to tank.

DWG: Too long range and too low cost, Upping the energy cost to 10 and lowering range to nearby would make sense imo. This will warrant more carefull use or more dedication to spamming it and put more emphasis on positioning.

SF: No Shadow form is still not balanced, it still offers the easiest maintainable spell immunity for the lowest cost both energy and skill wise while giving the least drawbacks of all the alternatives. Dont let people perma thisone and slack the drawbacks (no dmg reduction pr assassin enchant and no limitation of your own dmg), make it a short duration skill usefull for charging and short term tanking rather than a skill used to round up bunches of enemies while clustering them for an oblivion spike. My suggestion:

Recharge: 40s

Duration @ 14: 10 @16: 12

This way you can invest in both glyph and paradox for a recharge redux to 20s or only glyph for a redux to 30secs. At 14 you can therefore keep it up 1/3 of the time with only glyph, and at 16+20%ench +glyph+paradox you can keep it up ~72% of the time, but have to spend 3 skills and invest alot heavyer in both skills and energy. Niether way you'd be able to perma it, but you'd be able to keep it up long enough to tank and cluster small packs for a kill if your teammates are good.

Other ideas and suggestions are welcome, but stuff like Smiter Boon PVP nerfs are hardly usefull|||Unless you start by butchering melee physicals, there is really no point in doing anything at all.|||Good suggestions, Aoi... these skills do need a nerf. It'd be nice if people started for example bringing the KD spirit once in a while instead of SoS.

Physicals are OPed but there's so much melee hate possibilities that they end up balanced imo. At least in RA, it's not easy being melee.

I know I'll get some flames for this, but here goes...

Prot spirit: Change to "10% of normal health" i.e. max health not counting runes etc.

Spirit Bond: Change to "takes more than 60 damage" before armour effect is applied (but adjust the value of 60 to correspond).

The idea is to keep the same functionality for these two skills in normal play, but specifically nerf their farm uses. It's time we give a chance to real tank builds. The first change kills 55 builds. The second makes 600 builds somewhat harder to pull off (and encourages them to use normal armor instead).|||some things i think should be nerved, even while i think i am the only one here.

backfire: the damage is simply to high for a normal skill, the skill has to be ether changed to an elite or make the max dmg no higher then 110 dmg per spell casted.

spirit shackles: for a caster this is not much of a problem, but a warrior/paragon needs every small bit of energy simply because they already don't have much anyhow.

-5 energy is to much, i think -2 energy is plenty.

soothing images: it should change more something along the lines of "target foo will not gain the next 2-6 adrenaline strikes", totally blocking it is not really balanced, more overpowered.|||I dare say that these are pretty powerful skills, Sorudo, but they're effective only against certain builds... I think the high numbers are balanced by their limited utility.

Perhaps make them a bit more general-purpose, and nerf them a bit?|||Backfire is 15 energy with a 3 second cast time and a 20 second cooldown! It is furthermore a hex (which can be removed) and has conditional damage. It does NOT need a nerf.

Based on the logic that this is a normal skill and the damage is high, many more skills would need to be nerfed, especially for Eles (whose skills offer unconditional damage).|||SF does need toned down; it's the last remaining god-mode skill. I seriously doubt they will though because they've left it so long. Kind of weird since speed clears were such a big issue last year.

Other than that, I'm pretty happy with the game. DWG is so popular because everyone can agree on the team build. They are dozens of other team builds that can do DoA just as easily. It's sort of like the old obsession with tanks and nukers, it's a horrible idea, but everyone knows how to do it (not that DWG is a bad idea.)

SoS is very powerful, but it's crap compared to physicals as upier pointed out. It can solo farm, but it does it very slowly. I'm ok with there being farming builds in the game. What SoS did was give channeling or support rits an elite that mattered at all.|||The difference is that Backfire triggers every time the foe casts a spell, so you can get tons of damage for your 15 energy. A foes stupid enough could easily kill itself on this skill alone (and if I remember well, PvE foes used to do that reliably until the AI was updated to not do something that would cause suicide).|||Alaris, your alternative to PS is going to make it alot stronger in normal gameplay than it currently is, a change i dont see nessesary. See normally a person has 480 max hp, so if it cuts off there then it will basically reduce dmg to 48 nomatter how high a persons health is. (usually 600-650), basically making it 40% stronger in normal play in order to kill it in a specific build (it will take 14 hits to kill a character with 650hp and PS rather than 10)

As for SB i think merely changing the healing to health gain will do alot towards it not being imba (not buffed by bonus healing) allthough i certainly see the issue with the armor which would be a good thing to do aswell.

As for physicals, simply make scythes single target ffs!

As for wanderlust, the reason ppl dont bring is is because its kd is conditional to still standing foes which makes it pretty terrible.|||Hmmmm... then maybe cap it at 12% of normal max health? 12% of 480 is about 57 or 58. Or 13%, which would bring it at around 62.

If we can agree on the concept, then we can tweak numbers.

The concept is to make it so:

1) it scales with char level

2) you can't break it to make it OPed

2-1) runes don't affect it

2-2) armor doesn't affect it (already the case)

3) it performs in normal play approximately as it does now

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