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Stop nerfing equipment, and start actually buffing the weaker equipment.

32 replies [Last post]
Fri, 03/18/2011 - 11:15
kakelgis
Legacy Username

Okay so, most endgame players probably have figured out by now that the most recent update has yet again nerfed several armors AND weapons. All armors have about half as much elemental resistance now, some had their bonuses changed from high/medium to low, others had their bonuses changed completely.

It seems weapons were nerfed aswell, since my Cold Iron Vanquisher is now dealing just half as much as it used to deal. And it was already screwed up, with the last attack of the combo dealing much less than the other two hits, and the charge attack dealing normal damage instead of double. (That was fixed now, however with the nerf there's no point)

And shields. Grey Owlite had ALL of its resistances removed. Honestly, there's no point in shields with pure defense right now other than the Omega Shell. The little more health it has in comparison to other shields might not seem that big, but it ends up making a major difference, and Omega Shell is able to take as many hits as any other shield, and sometimes more.

Now I ask; What's the point in all those nerfs? Ever since the status effect based zones/monsters updates, many players have reported that the game got way harder than it used to be, to a point of being impossible in Tier 3. Recently, with the update in type defense, it was made quite easier, although still harder than it used to be. Then, we got another update - This time nerfing status effect resistance. Oilers in fire arenas? You're dead. Maximum fire resistance possible to obtain without variants, including using trinkets? You're still dead.

Immunity was also possible before this update, however it's not anymore. And now the Grey Owlite shield was nerfed aswell, and there's only one type of shield for any status effect resist, other than fire and stun, in endgame. Their health and defense are also usually very weak comparing to other shields, being broken in only two or three hits. And at the moment, only two endgame shields offer elemental defense - Owlite and Dragon Scale. Since Dragon Scale does not offer any normal defense, it's not really a viable option and it will be very weak at defending nearly any attack. Owlite, without any status effect resistance, isn't really worth it. And considering elemental type attacks are literally everywhere in T3, this makes for a very complicated situation, shield-wise.

And with all those nerfs, I'm going to assume T3 is even harder now. I know that T3 is focused on team gameplay, however this is just too exaggerated. Consider this; I have full five star gear, and back when status immunity was still in, before nerfs, some T3 freeze zones would still be a bit troublesome, and those are the easiest ones. After the nerf on immunity, I haven't been on freeze zones - But I can tell you that fire arenas, for example, are usually just way too difficult. It's common that we'd need at least one energy revive to complete one. Shock arenas are even worse. Poison arenas are kind of fine, but those are really uncommon, apparently. The game likes to create Concrete Jungle levels more than actual poison levels, on poison stratums.

Now think how hard this would be for a first timer on T3, who would just have four star gear, not that much experience, and etc. It's just ridiculous.

What we needed right now was for it to be slightly easier, mostly on status effects. Fire and shock are seriously ridiculous right now - Fire is a death sentence and shock is "you're on solo you're dead".

But instead of making it easier, you just keep making everything HARDER?

While I understand some equipment is unbalanced, and some few sets/weapons prove to be more effective than others, nerfing the stronger ones is not the answer. Buffing the weaker ones is.

Let's compare a Cold Iron Vanquisher to a Divine Avenger, for example.
My CIV would deal around 400 damage to zombies at moderate speed at around depth 25, while my DA deals about 320, at usually slow speed. This might seem like CIV is really overpowered or DA is underpowered, no? Wrong.

On T3 it's nothing about damage, but survivability and strategies. CIV is pure damage, while DA is a strategical weapon. CIV has no knockback; DA has quite a helpful knockback.

While fighting slow mobs such as wolvers, CIV obviously is more effective. But for fast attacking ones such as zombies, it's obvious you'd preffer the DA over a CIV. Whenever I opt to use CIV instead of DA for zombies, I get hit at least five times more often. This is a lot considering T3 is quite dangerous.

While CIV's damage was quite high and somewhat unbalanced, the nerf was just too heavy on it. It's the same as the Antigua lines nerf, really; It went from a great, however not that reliable weapon because of no real strategic value to a mostly useless one. I mean, come on. I'm dealing half as much damage now. It's obvious that DA is way more worth it now. Even on mobs resistant to the elemental type, it'd deal more than CIV.

All those recent updates only seem to be nerfing equipment and weapons. Mostly the strong ones, but sometimes even the weak ones. This is not the answer for balance on endgame. Buffing the weak equipment is.

Sorry for this extremely long thread, but it's what I'm feeling in regards to those balance updates.

Fri, 03/18/2011 - 11:22
#1
Decrous
Legacy Username
Agreed

Agreed, Those nerfs are unnecessary and buffing other equipment would be more useful to balancing.

Fri, 03/18/2011 - 11:30
#2
Hoogie
Legacy Username
angelic sets used to get

angelic sets used to get better damage per upgrade. now they are all set at low and the normal defense was removed.
swiftstrike buckler was a prized shield. it is dead now.
the only way to get a charge redux medium on a single piece of equipment is making a weapon level 10. even at that point, you can't get charge redux max with bombs
wolver sets which were prized for their amazing sword damage are also dead

You call this balance? I think you are taking away the objective to get better gear. Nice way to die before the game even starts.

Fri, 03/18/2011 - 11:34
#3
crysbear
Legacy Username
All of this "balancing" is

All of this "balancing" is going too far for the wrong equipment. If they concentrated on buffing the gear that is basically useless instead of nurfing the gear that is suitable to where the game has gone, making the suitable gear just as useless as the gear no one uses. To add to this though, was it really needed to make the 5* demo gear the same as the 4* but with a little bit more armor (that you don't notice anyway). Or was it needed to take the resistance off the demo line altogether? I don't think it was. I don't think this is a good way to balance gear. What is happening is that everything is becoming the exact same regardless of different paths. The whole draw to going a certain path at 5* was to get the medium bonuses of the type you wanted.

Fri, 03/18/2011 - 11:35
#4
Hoogie
Legacy Username
actually, the 5* demo gear is

actually, the 5* demo gear is the 2* demo gear with more armor

Fri, 03/18/2011 - 11:41
#5
crysbear
Legacy Username
Exactly my point. What is the

Exactly my point. What is the point of going to the end of the series if there is virtually no difference in the gear itself? Hell, the demo gear even looks the same as each other at 2*, 3*, and 5*. The defense it adds is the difference between 2 bars of damage as well, which is pathetic.

Fri, 03/18/2011 - 12:18
#6
kakelgis
Legacy Username
Additional info: Skolver now

Additional info:

Skolver now has the same bonus as Vog Cub - Sword attack low -, yet no elemental defense or fire resist. Completely useless compared to Vog Cub.
Storm Driver was also nerfed, apparently. I'm dealing 30 less points of damage on depth 22 - What used to be 150 ~ 170 on zombies is now 120.

I really don't understand. Are you just nerfing EVERYTHING to make gameplay harder for us?

...Aaaaand the Winmillion, which is currently the sword with the highest DPS avaible in the game is unchanged. It's a very difficult sword to use because of the lunging and no knockback, and plus the bullet making everything dodge and block, but really, it does not feel fair to CIV, Leviathan Blade, Wild Hunting Blade or Dread Venom Striker.

This reminds me of one other major change that had a massive effect on gameplay; Monsters blocking and dodging bullets. In one of those recent updates, they have started blocking/dodging any and every bullet... except for the alchemer bullets, which are the slowest ones in the game!

It doens't make sense for a Mecha to be able to block a Sentenza's bullet but not a Storm Driver's.

What I'm saying isn't to make them block the alchemers bullets; I'm saying they should block/dodge everything but at a low rate. A 100% chance of attempting a dodge/block is not fair at all to ranged weapons, considering later on most major monsters are able to block or dodge.

And one final thing I noticed:
My CIV, when it wasn't upgraded and was a CIC, was dealing 160 damage on depth 19. I don't remember if it was on an undead or not, however. CIV deals the exact same damage on zombies now. If it wasn't on undead, then that's a really big problem. If it was, it's still a big problem, because the damage is the freaking same. What's the point of wasting tons of energy and materials upgrading when the damage is going to be literally unchanged, or going to be actually worse than before?

Fri, 03/18/2011 - 11:45
#7
Hoogie
Legacy Username
maybe their definition of

maybe their definition of balance is 'making 5* gear exactly like the 0* gear but only a tad bit better'

Fri, 03/18/2011 - 12:00
#8
jamtank
Legacy Username
Feeling the effects of fire now in the Citadel.

I had a Heavy Demo Helm, an armor with Fire Resistance and the Grey Owlite Shield also to boost fire defense.

Not counting the damage you received from direct hits in the Citadel, you also had to worry bout getting burned by the flames. This was mitigated by my equipment providing very good fire resist so if I did receive fire damage, it wouldn't last too long (bout 4 secs?), and even if it did it only did half - to a bar of damage.

With this nerf the Heavy Demo Helm lost its fire resistance and the Grey Owlite shield lost all its resistance too.

So now? Those secs have doubled to 8 and now they do about a bar to 1-2 bars worth of damage.

Fri, 03/18/2011 - 12:14
#9
Magnus
Legacy Username
What on Earth was the point

What on Earth was the point of nerfing the Swiftstrike Buckler? Really? It already breaks in one hit constantly. But now you made its buff completely and totally useless? No one's gonna feel an Attack Speed Low increase.

And to add to what Kelgis said, the fact you're trying to constantly make the game revolve only around the Divine Avenger and Gran Faust is silly. Other weapons deserve to have usefulness, yo. And same with shields. There is literally no point everyone at endgame should have an Omega Shell equipped. And don't take that as a queue to nerf it, too. Make other shields better instead.

Fri, 03/18/2011 - 12:17
#10
Cactuscat's picture
Cactuscat
I will admit I steer clear of

I will admit I steer clear of T3 completely now, even with a mix of 4*/5* gear. It's just too difficult for me to have fun, dying every other hit. I'll only go if I have a full group.

Fri, 03/18/2011 - 12:24
#11
Pauling's picture
Pauling
It doesn't make much sense to

It doesn't make much sense to give shields only 1-2 types of defense, while filling every level with three types of enemies. Shields are the one special thing you can't mix and match,but "must block" attacks come in all types.

(No matter how well I prepare for everything else, those greaver bats are absolutely horrific)

Fri, 03/18/2011 - 12:37
#12
Quicksilver's picture
Quicksilver
He's on fire!

'Afternoon, folks. Addressing a few of your concerns...

It seems weapons were nerfed aswell, since my Cold Iron Vanquisher is now dealing just half as much as it used to deal. And it was already screwed up, with the last attack of the combo dealing much less than the other two hits, and the charge attack dealing normal damage instead of double. (That was fixed now, however with the nerf there's no point)

This was a bug. Internally, a sword has three damage values: regular attack, end-of-chain attack and charge attack. Obviously, each subsequent type of attack is intended to do more damage than the other. In the case of the Vanquisher, its normal attack was erroneously set to do charge attack damage, making the rest of the sword's attacks look weak. Yeesh! So, yes, we fixed that, which resulted in the appearance of a nerf. In reality, it was never supposed to be doing that much damage in the first place! Sorry about that.

This time nerfing status effect resistance.

That was actually an oversight on my part, rather than an intentional nerf. Expect status resistance levels on helmets and armor to increase across the board with the next patch. :D

Owlite, without any status effect resistance, isn't really worth it. And considering elemental type attacks are literally everywhere in T3, this makes for a very complicated situation, shield-wise.

It'd be useful if you could elaborate on the first part. If elemental attacks are everywhere, why isn't the extra protection from them worth the no-status resistance trade-off?

On a related note, the obvious alternate form of the Owlite shield is one that matches the Cloak line of armor: extreme resistance to fire, freeze and shock. The problem there is that it'd be rather obviously overpowered when coupled with the Elemental resistance. Perhaps there's a middle ground: maybe the Cloak/Owlite line shouldn't have resistance to all three statuses?

Hell, the demo gear even looks the same as each other at 2*, 3*, and 5*.

I shouldn't have to point this out, but that won't be that way for too long: our intent is for all the armor/helms currently in the game to eventually have their own appearance. :)

What is the point of going to the end of the series if there is virtually no difference in the gear itself?

I agree that upgrading something all the way up to 5* should be an important and awesome moment, but at the same time, we had to back away somewhat from consistently ascending damage bonuses and whatnot: the increase in defense and the feeling of climbing further up the ladder toward a 5* item both have to also be considered desirable when you're pondering upgrading your equipment. I think there's a good middle ground here that we can find, though, so expect further updates to armor/helms/shields, especially at the 5* level.

Fri, 03/18/2011 - 12:40
#13
Crawdaunt
Legacy Username
My experience has been that I

My experience has been that I work really hard to craft a good 5* weapon only to find out it does nothing (looking at you, Argent Peacemaker.)
Then, I decide to try some other path. Soon I find some combination of armor, shield, and weapon that I like.
THEN that all gets nerfed, and some other armor I don't have is now the only "good" one.
I have a pretty good variety of armors, shields, and weapons, but it's really discouraging when most of them are not even viable to use; like, I see a fast 3 hit weapon doing way more damage per hit on any monster than a slow 2 hit weapon, and then I just feel like I threw away my energy.

Additionally, can you please give me SOMETHING to ward off shock? It's an absolutely nightmarish status effect and it really makes me feel like I'm helpless and can do nothing to prevent my death when there's quicksilvers darting around everywhere with 3 healers spamming.

...And one last note about the Argent Peacemaker. Please, for the love of god, buff the Antigua series! Basically EVERYTHING resists elemental and/or piercing, so I can't really damage any monster. My friend is having a hard time with his blackhawk too, but I wish I had his shadow damage instead because elemental is just killing me.

Fri, 03/18/2011 - 12:46
#14
crysbear
Legacy Username
For those not stacking

For those not stacking resistances via the elemental sets + owlite shield, the shield was a great benifit. I, wearing the mad bomber set, have negative resistance for (the now pitiful) damage increase to my bombs. That being said, i relied on the owlite shield's resistances to square up the negatives of my choice of gear. With the resistances being gone, it feels that i wasted a whole ton of energy to get a piece of cardboard that does a pitiful job of keeping me safe compared to other items i could have made instead. The whole point of the owlite shield was to negate the weakness that you get from your current armor, or to add to your resistances to actually go into the multiple status effect areas without being completely obliterated.

That being said, you didnt say anything about the 5* pieces of the wolver series being the same now instead of different. As of now, it is only a graphic difference in the two. One glows white, the other glows red. Woop dee doo. I liked to think that different paths in the last phase of your gear existed for things other than asthetic appeal.

Fri, 03/18/2011 - 12:59
#15
kakelgis
Legacy Username
This was a bug. Internally, a

This was a bug. Internally, a sword has three damage values: regular attack, end-of-chain attack and charge attack. Obviously, each subsequent type of attack is intended to do more damage than the other. In the case of the Vanquisher, its normal attack was erroneously set to do charge attack damage, making the rest of the sword's attacks look weak. Yeesh! So, yes, we fixed that, which resulted in the appearance of a nerf. In reality, it was never supposed to be doing that much damage in the first place! Sorry about that.

The problem here is that this ended up completely killing the attack of those type of swords. There's no longer any point using them over a Divine Avenger or Gran Faust. Hell, the whole game revolves around Divine Avenger or Gran Faust, sword-wise now. (actually fully weapon-wise; No other weapons can really deal as much damage. Guns are really just too damn weak, and bombs are mostly for support)

It'd be useful if you could elaborate on the first part. If elemental attacks are everywhere, why isn't the extra protection from them worth the no-status resistance trade-off?

Because of what I mentioned; Shields like Omega Shell have extremely high health and defense, so they end up being able to take as many hits, sometimes even more, as an Owlite shield. The owlite, being weak to shadow and piercing, and having no status resist, becomes useless then.

On a related note, the obvious alternate form of the Owlite shield is one that matches the Cloak line of armor: extreme resistance to fire, freeze and shock. The problem there is that it'd be rather obviously overpowered when coupled with the Elemental resistance. Perhaps there's a middle ground: maybe the Cloak/Owlite line shouldn't have resistance to all three statuses?

I'd like to bring up something else since you talked about this; The current state of status resistance. It seems really just pointless to get much resistance; Before you could get immunity to status effects, and this would help A LOT. But now immunity isn't possible anymore, so the resistance is barely making much of a difference. Having very high freeze resist would actually end up being worse - It'd last only up to three seconds, so my party allies couldn't rescue me, and then I'd take a massive hit of 5+ damage from the freeze, which cannot be blocked, often killing me. Resistances really need to be improved so they actually majorly reduce the chance of being inflicted by that status effect, instead of just decreasing duration by a bit and in some cases the general effect. Without immunity, I really can't feel the usefulness of it.

But anyways; Yes, I would say it's somewhat overpowered. But I use the Grey Feather set, while my friend Magnus for example, uses Vog Cub + Omega Shell. He ends up surviving better than me sometimes. You have to remember that most status effects won't really show up together, because of the status-based zones and all. Grey Feather/Owlite would simply work as a money and time saver, since you wouldn't have to create tons of shields and armors for different areas if you had that set.

I'd say the set was really fine with stun weakness. Stun is a common status effect, since all lumbers can deal it, and devilites/gremlins aswell, and several other mobs. Having that much weakness to it was pretty troubling for me at times.

But now, apparently that weakness was removed? I don't get it.

But either way, if anything, the owlite shield should regain at least two of its resistances, and the weakness to stun aswell. Or a more balanced solution would possibly be to just rebalance it to have less status resistance than the other more focused shields, however having a wide variety of resistances. Of course, all of this would only really matter if you guys worked on how status effects and resistances are right now.

...And one last note about the Argent Peacemaker. Please, for the love of god, buff the Antigua series! Basically EVERYTHING resists elemental and/or piercing, so I can't really damage any monster. My friend is having a hard time with his blackhawk too, but I wish I had his shadow damage instead because elemental is just killing me.

And this is one other point that I forgot to comment on.
The nerf on Antigua line guns was ridiculous. There is no point into using them anymore.

While I agree they had just too much attack and a small decrease would be good, you guys just completely ruined the attack, instead of doing a small decrease. The problem now is that no guns offer high DPS enough to be a viable option when in sticky situations, opposed to swords. I mean, come on. My DA dealing 300 damage a hit, being able to knockback mobs for extra help and damage at a fairly steady rate. Then my Sentenza dealing ~70 on mobs weak to it, without having any knockback, and those mobs also dodge its attacks 100% of the time, making it extremely difficult to actually hit them. What's the point, honestly?

I'm only really using Storm Driver for status effects right now; Though it doens't feel very fair on guns to not have one reliable damage dealer (that isn't completely terrible compared to swords).

Fri, 03/18/2011 - 12:54
#16
Quicksilver's picture
Quicksilver
Wolver v. Wolver

That being said, you didnt say anything about the 5* pieces of the wolver series being the same now instead of different. As of now, it is only a graphic difference in the two. One glows white, the other glows red. Woop dee doo. I liked to think that different paths in the last phase of your gear existed for things other than asthetic appeal.

They have the same special bonus, but the Vog Cub Coat has Elemental and Fire resistance, while the Skolver Coat has higher Normal resistance and resists Freeze.

Fri, 03/18/2011 - 13:00
#17
Magnus
Legacy Username
And what was the point of

And what was the point of making Swifstrike totally useless?

Fri, 03/18/2011 - 13:03
#18
crysbear
Legacy Username
So picking freeze resist is a

So picking freeze resist is a benefit how? Lowers the duration of freeze? Well that usually is a bad thing considering that it causes you to have less time to be rescued by your friends when you are frozen. Thats not much of a difference. I liked it when the skolver had the attack speed and the vog had the attack damage. That there, is a difference. As it is, it would be completely illogical to pick skolver over vog cub. Fire is much more prevalent and freeze resist is a detriment and not a protection.

Fri, 03/18/2011 - 13:12
#19
Quicksilver's picture
Quicksilver
Freeze!

So picking freeze resist is a benefit how? Lowers the duration of freeze? Well that usually is a bad thing considering that it causes you to have less time to be rescued by your friends when you are frozen.

If Freeze resistance is not actually making Freeze easier to deal with, that's a separate issue. :)

Fri, 03/18/2011 - 13:15
#20
crysbear
Legacy Username
Indeed it is. Any reason why

Indeed it is.

Any reason why the swiftstrike buckler was taken down a few levels in its attack speed? That was really the only reason one would have to get it and now a low attack speed bonus is just not worth sporting a shield that breaks in 1 hit anymore. I'd agree that the ultra bonus it had was a little over the top but a medium bonus to attack speed would be worth the risk I'd think.

Fri, 03/18/2011 - 14:16
#21
Kawaii_Desu
Legacy Username
Over the top? It was changed

Over the top?
It was changed to medium, and it remained the exact same.

Now what i'm wondering is why the Heater Shield got a massive boost.

Fri, 03/18/2011 - 19:11
#22
crysbear
Legacy Username
Thank you for listening to

Thank you for listening to most of our pleas gentlemen.

Fri, 03/18/2011 - 19:22
#23
Pupu
Legacy Username
I

I, for one, am really happy that Volcanic Plate set got buffed.
Now I don't have to make a grey set for Vanaduke.

Fri, 03/18/2011 - 19:38
#24
kakelgis
Legacy Username
Although the status effect

Although the status effect resistances were buffed, I'm feeling no actual difference.

I'm still getting affected as often, for as long, and taking as much damage from fire when comparing to before the update.
Haven't really checked the other status effects yet, though.

But thanks for buffing (..."fixing") the equipment's bonuses again.

Fri, 03/18/2011 - 19:52
#25
Shoebox's picture
Shoebox
I'm glad there aren't Ultra

I'm glad there aren't Ultra bonuses on everything.

I think the game is better this way.
The way they're dealing with item sets is still stupid, but overall I think these changes were for the best.

I'm not particularly happy with some of the changes, specifically making status resistance on shields pointless.
And overall, Health on shields has become the primary stat since it became visible, because defence still DOES NOTHING.

But I imagine that they're working on fixing the game.
Or they're going to release a game that's just about finding FotM weapons/bonuses so they get lots of money from energy.

Either way, there's a pretty good chance I will play on and off just because this game is still better than any other MMO out there.

Fri, 03/18/2011 - 19:53
#26
Quicksilver's picture
Quicksilver
Status: unknown

I'm still getting affected as often, for as long, and taking as much damage from fire when comparing to before the update.
Haven't really checked the other status effects yet, though.

That's strange. 5* gear should generally be resisting status effects at twice the rate they were after I inadvertently nerfed them, and a little bit better than they were prior to me mucking about in there at all. :)

Fri, 03/18/2011 - 19:58
#27
Shoebox's picture
Shoebox
Armour isn't scaling by

Armour isn't scaling by tier.
It takes monsters in Tier one 30+ hits to bring me down to half health in Tier 1.

Fri, 03/18/2011 - 22:21
#28
Cromendi
Kinda glad I've stopped

Kinda glad I've stopped playing. The patches feels that they are designed to squish stuff into a tiny box by miniaturizing existing things to give a illusion of difficulty, each patch gives me more and more of this feeling.

Going to see if SK is gonna stick after lunch or just follow the same course of those who got perished.

Fri, 03/18/2011 - 23:28
#29
crysbear
Legacy Username
Newsflash magus1d14, they

Newsflash magus1d14, they fixed some of the things that they broke, read the whole thing before commenting please.

Sat, 03/19/2011 - 01:02
#30
Cromendi
@cry Stuff on 3-18-2011 patch

@cry

Stuff on 3-18-2011 patch and what hermes said?

Yeah, news flash.

Sorry but I take time to read stuff before posting.

Wed, 03/23/2011 - 21:57
#31
kakelgis
Legacy Username
Nerfing =/= Balancing

I can't believe I have to bump yet another topic in result of the recent updates.

So, apparently we had another balance (haha right) update.
Here's what we got:

-Magic lines sets (Including the five-star Grey Feather) no longer have fire resistance, and the stun weakness is back, however worse than before. Not that bad... right?
-Grey Feather no longer has Charge time reduction. At all. What?
-Vog Cub set had its bonus reduced YET AGAIN to low. Yet Skolver remains unchanged. What?
-Even though the Angelic sets are already pretty much the worst set of equipment on the game, nerf them even more! Fallen now has low damage bonus, while fiend penalty remains medium. (...what?)

Hermes, no offense, but do you even have any idea of what you're doing with those rebalancing updates? They can't even be called rebalancing - They're simply ruining the game for endgame players. Sure, Grey Feather was a bit too strong - But removing fire resist and re-adding stun weakness, but stronger, was already a lot - Only doing one of those would in general be the sensible choice. But instead, you do both, AND REMOVE THE CHARGE REDUCTION. Honestly, I cannot understand. I also do not understand what's the point in Skolver having medium damage bonus, and Vog Cub having low.

And a question - I used my Grey Feather mostly for the charge reduction (and on T3, fire defense). I like using my swords' charge attacks. Now that Grey Feather no longer has any bonus, and Skolver aswell was changed a while ago, how the hell will I go about to get a sword charge reduction?

Thu, 03/24/2011 - 22:44
#32
Magnus
Legacy Username
"Gentlemen, my stats show

"Gentlemen, my stats show that there are only about five players in all of Spiral Knights using Scale armor right now. Its lack of Normal defense has made it a generally wanted armor, but offers a fantastic bonus of attack speed. I propose we remove the attack speed and give it Bonus Damage vs Beasts Medium and make sure no one ever uses this armor."

"It seems everyone seems to be attracted directly to Wolver, the most popular armor because of its Bonus Sword Damage Low. However, Angelic has a Bonus Damage Low as well as Shadow defense. Let's remove Angelic's Normal defense entirely, so no one will use it over Wolver again. And to top it off, let's make it so Fallen is nothing short of a waste of time and money."

"I have an idea to help out all the people using completely underpowered armor that may get them killed in one hit. Let's make hearts vanish over time. That'll motivate them into grabbing them faster. ... What do you mean it doesn't matter then if they die in one hit? Do it anyway, let's shank the people who are in the viable armors. That'll teach them for using it."

"We need to upgrade the elevator's party joining." "Let's completely minimalize it and add only one button, which will allow or disallow guild members to join. But let's just take out the Join Friends tab completely. That's definitely an upgrade."

"Let's remove the numbers from damage now and have everything be happy flashes of color." "Okay."

Really. This is getting out of hand. You are nerfing already useless armor to "avoid like the plague" status. You are then screwing over anyone dumb enough to USE said armor by making hearts vanish. And then you don't even let people see how much bonus damage they're getting for using said armor from all weapons and turning everything into flashes of color.

On top of that, you leave God-tier weapons untouched and also nerf already useless weapons. Tell me, what's the point of Leviathan Blade at this point? Cold Iron Vanquisher has the exact same damage when leveled up. What's the point in Winmillion? It just makes everything dodge and block, and has no knockback, so fencing with it with nearly half the enemies in the game is pointless. What's the point in not using Divine Avenger constantly? It just does everything, it makes all weapons obsolete. Punch Guns? Use only on Wolvers. Autoguns? Don't use, period. Sentenza? PvP only.

This has gotten well out of hand. Nerfing things until they're useless doesn't count as "balancing." Making it so only four, five armors out of 23~ is counter productive. You need to start openly discussing changes before you impliment them with actual players, instead of screwing them over until there's only one armor and one weapon worth getting.

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