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Discussion in 'PvP' started by WhySoSeeryus, May 14, 2020.
Helms will be buffed when u will upgrade them to death god helms
WTF they do to DK??!?!
● The following skill's PvP damage has been reduced by approximately 17%.
-Gin: Air Raid
-Gin: True in Kamasylvia
-Gin: Tilted Balance
-Gin: Scratch Madness
-Gin: Flow: Scratch Madness
-Jin: Soaring Darkness
-Jean: Repeated extermination
-Jean: Dark Coal
-Jin: Ebon ash
-Hand of Exploitation
-Seed of Disaster
-Flow: Elemental Oxidation
-Flow: Rooted Disaster
-The caught soul
-The lust of despair
● The following skill's PvP damage has been reduced by about 15%.
-River: scratches are madness
-River: wheel of fate
-River: black ash -River: tilted balance
-River: air raid
-River: twilight gallop
-Jin: Wheel of Destiny
● Jin: Darkness PvP damage has been reduced by about 21%.
● Jin: Bedir's Madness' PvP damage has been reduced by approximately 13%.
● Jin: PvP damage on fallen land has been reduced by about 27%.
● Jin: Enforcement's PVP damage has been reduced by approximately 30%.
● Elemental Heritage's PvP damage has been reduced by approximately 10%.
● Shattered Dark PvP damage has been reduced by approximately 1%.
● PvP damage from the ashes of Madness has been reduced by approximately 27%.
● Strong: Bethir's Madness' PvP damage has been reduced by approximately 11%.
● Strong: PvP damage of Elemental Heritage has been reduced by about 7%.
● Strong: The damage of PvP from Darkness has been reduced by approximately 20%.
● Strong: Enforcement PvP damage has been reduced by approximately 28%.
● Jin: Enforcement's PVP damage has been reduced by approximately 30%.
Wtf a normal attack will be stronger now!
calling that "balance"? really?
i can tell you what, if you need to adjust stuff by 30-50% EVERY ****ING MONTH that's not balancing.
that's not beta, that's not alpha, it's basically unfinished concept phase.
you don't balance by doubling stuff and cut other stuff in half. that's an entire redesign.
they do ****. this is not "tweaking". they dont listen to feedback. it's a random mess, and stuff like "changed by 1%" shows clearly, nobody plays this game for balancing, they did some automated calculated ****, can't explain stuff like "1%" in any other way whatsoever.
Dragon's Bite damage nerfed by 1%
I stopped reading after seeing this. This is a total joke , i'm sure they made it on purpose to trigger us.
I think I know what they did..They made every move flat out deal X amount of dmg. So these adjustments pretty much mean that every skill does exactly the same amount of dmg as anyother skill in your kit. The only dmg variance being what weapon you have equipped. I can see this from our shattering darkness only losing 1% while enforcement loses 30%, pretty much making both skills equal.
So its gonna be like a fighting game, with each move set being assigned low puch, mediam punch, and high punch dmg values.
At least that's what they did with all the DK skills i can make since of.
I mean, some times decisions are made based on faulty knowledge, here i dobt know what criteria they used.
Yea , except that Shattering Darkness deals way less damage than Enforcement despite having a "heavy punch" badass animation and casting time
ninja got more than 25% dmg nerf you should complain why guardian only got 9% dmg nerf
PVP damage reduced by 25% (except drastic/serpents)
Drastic Measure: PVP damage reduced by 40%
Serpents Ascension: PVP damage reduced by 19%
Foxclaw: PVP damage reduced by 26%
Shadow Stomp: PVP damage reduced by 34%
Heart Aiming: PVP damage reduced by 53%
Shackles: PVP damage reduced by 20%
Fatal Blow: PVP damage reduced by 1% (lol why even nerf a skill by 1%)
BLack Moonlight: PVP damage reduced by 17%
Beheading: PVP damage reduced by 22%
Bladespin: PVP damage reduced by 12%
Illusion of Restraint: PVP damage reduced by 18%
Shuriken Throw / Throwing Kick / Floor Sweeping / Suicide Fall / Ankle Cutter / Crescent Slash / Ghost Greeting / Ground Thrusting / Shadow Slash
PVP damage reduced by 22%
Prime:Shadow Slash / Moonlight / Malice / Shuriken Flight / Evasive Malice / Red Rain / Dark Frenzy
PVP damage reduced by 31%
Prime:Fox Claw: PVP damage reduced by 34%
Prime:Beheading: PVP damage reduced by 19%
from ninja/kuno discord
I think some of the numbers are probably wrong and not well thought out and will probably be adjusted.
The basic idea is correct:
Hard nerf any and all ranged damage so melee classes can actually participate. Understand - melee classes don't have the advantage of good positioning. We HAVE to position ourselves into other players in order do ANYTHING.
HARD HARD nerf damage on kits that already have absurd utility + damage + range. Sorry folks you don't get both fully decked out damage AND utility kits together on one class. If you're gonna get the best utility (better than shai, the support class) with PA, Speed Spell, Party E buff, 2.5 H2Fs % based heals, then you don't get to have arrrg hahaha TP voltaic/fridged/eathquake everything dead + ranged fireball/explosion and lightning slow everything 40% hahahahahaha rekt noob dummy damage. Mages Def had it coming. It's been mage meta, Mage Desert Online for like 3 years now.
Guardian nerf is weak and I def think they have it coming too. PA just needs to release the next new class before they'll gut her too, so to keep the reroll $$ coming in.
Awakened DK, awake Musa and awake Mae def didn't deserve nerf. Awake Ninja and Kuno nerfs are questionable. Succ Valk Shield Throw buff is WAAAAAYY out of line. Otherwise, all of the succ nerfs probably all deserved.
Seems to reveal more garbage and hidden coding. Not only did classes like Mystic/Striker get a magic defense boost, but there is also a hidden modifier for each class vs another? (Useless stat). On top of the hidden amount of actual skill damage applied.
This makes a lot of sense though, and screw everyone that tried to claim Striker/Mystic where a "counter" to magic classes. This would help explain what ACTUALLY happened. These classes seemed to have a lot more protection than just a damage reduction. They probably had a magic damage reduction ALONG with an inherit reduced damage to classes like Witch. Thus the damage was absolutely terrible vs these classes.
In a Siege setting something like that might offset all the huge AOE's and allow certain classes to survive a little better. For 1v1 it was absolute pathetic horse sht.
What is archer supposed to do now? They are just as squishy as before.
Get AP and blow up your opponent. The way Korean MMORPG is meant to be done.
Then you can boast about your kill ratio as your Oooohh sooo good at the game.
I think if we had combat data such as damage done and taken, we would expose too much of the imbalances that we deal with daily so easily. Things are harder to contest when most of it is hidden.
Damn I just got finished non Pearlshop rerolling to Witch again before I went on my current 2 month break from the game. Guess that will end up being a extended break, because I'm not losing more time or money rerolling to another class.
I guess Staffies and Shai are going to be neck and neck for PvP. I imagine a lot more players are going to be bullying staffies out of grind spots. But I guess Pearl Abyss saw that coming.
So real talk! Is staffies only way to hold spots is going to be to karmabomb PvP classes?
dw m8, we still have PA and heal(s)!
but in all honesty, id give it time to hit live servers before deciding on a break.
That sweet salty ninjas, rangers...aaaaahhhh...finally justice
I can see ninjas. But do anyone NA/EU still play ranger? I thought that was a dead class.
Awakening ranger in rbf/duel is still strong, in nw siege have good position k/d in succession
By now this game has become camper wins COD style, no skill gameplay
But can't other classes do what Ranger does with much less investment of gear?