we'll see, actually, it's impossible to have all characters too many dupes system
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some of the changes seem good: (first, only mentionning the characters i have)
Warrior COTD, Nomad, WDQ, Void talismans, death dog passive.
Some "nerfs" seem tricky.
Prisoners passive: well, it has been discussed big. I do not like it. Gotta see, how this works.
Others seem interesting:
Pharaoh, Mummy, troll, ascension talisman remodel.
Not all that surprised that the Prisoner is getting nerfed, but bummed out just the same.
He is much stronger in PVE than he ever was in PVP.
Would have rather just seen him banned instead of broken for the rest of the game.
I don't understand the AoF decrease ATK scalling and increase DEF scalling.
Torture scales on MaxHP and Ravage scales on Special...
or are we talking about the stats? like raw ATK and raw DEF will be modifed? What's the point in changing the ATK?
Because for me, a skill (which deals for example ATK) and is described as scalling with another stat (DEF, HPMax or any other than ATK) for that specific skill, the ATK stat should not come into the equation of the damage dealt, otherwise the description is misleading. (I would be happy if someone could confirm that point).
It doesn't affect passives - it now removes beneficial effects on two enemies. So basically the Prisoner will be countered with immunity (he's now basically useless), the Blue Bat will kick in the second round (also useless), and Death dog will block effects like ATK increases and immunity on two enemies - but assuming not shields (probably the best of the three).
I do like that they're trying to get more toons used. Variety on defense - and hopefully offense - is definitely needed.
I think it means he will have the same ATK and DEF on level 1 but will gain less ATK and more DEF as you level him up.
If the skill mentions scaling with any stats, those are in addition to scaling with ATK for physical damage, MAGIC for magic damage and both for true damage.
First of all I'd like to know if this are things open for DISCUSSION or is this thread another 'that said' discussion? So I don't comment if not necessary.
You forgot or should I say you intentionaly left out SSD, after pris/siege the most used one if owned. We know @Sparton its your char of choice and you are reluctant to discuss it since 'suspect thread' where owners didn't mind. But I'm gonna speak of disbalance and against ssd. I don't mind nerfing the mummy, more eds on defs to see, good, but his taunt is no stronger than ssd's which needs to get nerfed as well!! Plus opscure true aoe dmg ssd does for a sentienel, hp scaled, so nothing you need for him to hit that much, plus shield that renders attacks miserable, what is it, after heal, 30% of dmg has passed or less? I love that toon as many others do, but just pointing out the obvious. That guy who was lucky to pull 3rd ssd, I don't know wth he's doing out there :rofl:
Please note the sarcasm..
For all the good things I have and will say that latest updates brought, this is one thing missed out on purpose and I don't mind speaking out my thoughts on good or bad.
A few more laughs.. first one I see on my list with a wolf cultist stunner fully sharded I'm gonna personally bash myself into that guy and give him 1000 pts push in arena! And my poor red Imp who you personally had a chance to play recently with maxed endurance vs dmg arena setup (4 power 5,5k aoe true, healing down, preety much same as your ssd with wicked rates and few options on talis setup - blind, vanish, etc) with miserable 4.5k max hp isn't getting mandatory green, bummer.
Now that prisoners negative effects no longer transfer on immune toones (congrats on that fix!) and it is taimed it will be rewritten, lol. Gonna be bad ass? Oping the blue rescuer?
In my non worthy opinion, none of toons should have never been nerfed. Another, no passives or 4* arena, and/or arena modifiers, as I suggested long ago, would have spared you of all this. But hey. I feel you considered some of my suggestions on a few things, but half solutions are really not solutions. As allways, I prepare for the worst and hope for the best. With high hopes, I wish the best of luck and that everything turns out the way it helps diversity!
What will happen to existing warp talismans? I have 2 at level 50 and they currently are giving 1% of hp increase to magic which is useless. Will these be fixed to give 25% of MR increase to special as they did originally? Will they also be renamed?
I really, really like this new changes! FINALLY the Prisoner gets his deserved nerf, its almost hard to believe in that hahaha!
Prisoner fanboys will be a little pissed, but hey, we will finally get a mixed pvp with many more toons!
Visions Eddie, you guys know that Im waiting to use him for so long, so my thx again, you devs rocks in this future update!
The only thing I really dislike here is the change on Siege, begin to work only in the second turn puts the AoP on the trash when the decisive actions are taken in the first turn.
Anyway I appreciate this update, thanks Kaz and Sparton.
Looking forward to this update. However, I'm confused as to why a fix for fervor hasn't been introduced yet. It's been a few months now and it still isn't functioning properly.
I'd like to see if anything could be done to make the assassin and magus golden sons look less alike. I think the blue on the magus is very dark and very often I confuse it with the assassin - only to realise the golden son I just killed had revived itself.
Nevertheless I'm excited to see the new passives come into play especially those new harpy passives!
I have only created a subject in Bug Reports on Warp/Ascension Talismans... http://forum.ironmaidenlegacy.com/sh...lisman-Set-Bug
Interestingly, the similar jamb with Warp Talismans will be corrected along with Ascension?)
Yeah, It's practically that. I believe that AoP need to be full sharded to be able to use, so, we all going to loose 10 shards if this going to be definitive.
And another point that I let go unintentionally its about the AoF damage, why it need to be reduced even more? Its becouse the number of sentinels on the current scenario? This will be dif in the future, so I dont believe he deserves to be nerfed again.
Those harpys with the new passive may be the hidden gem, especially for a natural 3* drop, will help the majority/non top100 pvp'ers
About the current warp talismans, will those become what ascension are now? Ascension is magic based and my warp will is attack boost, making it of no use. Like holy talismans on warrior CotD :)
The main reason is that it requires a code fix and there are many competing priorities with limited engineering resources available (i.e. To get a fix for this, we'd need to take a coder off character fragments or Brave New World, which pushes those features out, etc). That being said, I will look at prioritizing this skill fix in the queue of ability bugs we have.
-Kaz
Why don't you let Siege have a chance, too, to eliminate the effects of passives? Like 50% to counter the passive shields/immunity etc and 100% to work as usual on beneficial effects of the enemys buff effects...
Yea, I don't understand the second nerf of the AoF either. Especially when it will lead to him having more def instead of MR ─ which would be far more helpful considering his weakness to magus toons. Given the option, I would never trade some of AoF's attack for an increase in merely def.
Well that's too bad about AoP and all the skill shards I apparently wasted on it.
Looks like I'll be working on my Death Dog now and I guess I shouldn't have sacrificed the Harpy Warrior as that passive looks useful.
Would have been great to have seen these characters updates before Sacrifice.
a way to realocate skill shards...
So far 3 toons I have nerfed with skill shards on them.
Start of combat Immunity will prevent the Block Passive status effect.
Hah, I love the Cultist Cleric myself. He's been one of the guys I've been wanting to pump some skill shards into him and see how he rolls; he has a surprisingly potent team heal that doesn't cost 5 or more.
The reason for the name change (or lack thereof for the Corrupt guy) will be made more clear in a subsequent update.
Ascensions will be renamed Warp, and Warps will be renamed Ascension.
The newly renamed Warp (the green ones) will function like they did before the name change. The newly renamed Ascension (the yellow ones) will change to something more potent at some point in the future, and will become available in the Brave New World when that feature arrives.
The reason we didn't mention anything about the yellow talismans is we thought those were not available when we compiled the preliminary tuning notes, but those were available at some point if some of you have them (maybe even I have some in some corner of my inventory...).
He will, but you'll not be able to hit everyone, and he can be stopped by the Prisoner.
That change was not intended; we're still investigating a fix for that bug.
To clarify, shield status effects are beneficial status effects, so the Death Dog will rip those out too (although again, not everyone's, unless you've already worn the team down to 1 character).
We're open to discussion, although we're not necessarily going to change a whole lot based on one or two players' feedback if it's not something we also agree with. Nonetheless, part of why we want to post preliminary notes for such substantial changes is indeed to have a bit of a discussion about possible changes, and possibly change course if part of the plan has a flaw we didn't anticipate and we have the resources to make that change.
While I understand the suspicion of no changes being made to a character I pretty clearly like, the fact of the matter is is that we don't see a need to change him at this time. As Tritium noted earlier in the thread, taunt-based strategies are going to take a huge hit in this update, which we believe will change Sentinel Soulless Demon from a cog in a CC machine to being someone that will either work fine in his own right or be better served by a different character (depending on the teams you are facing).
We normally don't look at arena viability of 1 and 2 star characters as a factor when doing balancing changes, but we do carve out an exception for the low-rarity units players would more likely see when they first start playing the game (especially considering them as opponents), which is part of the reason why some early-game, low-rarity characters have gotten adjustments. For the most part, low-rarity characters are built to be PVE opponents and the collectability/usability when the player has them is just a side benefit.
Oh shit, I definitely see how that could be a problem for some people, especially if you're not aware or are fighting two at the same time.
All I can tell you right now is it seems the glow on the Assassin one is brighter/more saturated, but the body colour is nearly black. Pumping your device brightness might help in the meantime as well.
We found that his single target and AoE damage capabilities were both still head and shoulders above most other damaging characters, on top of having one of the most potent passives in the game (when you can make it trigger), which means he's too often the obvious choice instead of any other single target attacker (or even many AoE attackers, because he can do both).
Siege's ongoing effect is useful in it's own right, and we'd rather make what the Angel of Pain does more distinct from what the Death Dog does. The Angel of Pain mocks Void Shield users if his passive isn't blocked whereas the Death Dog will still only get rid of 1 or 2 of them, for example.
Goddamn it. Why nerf the Prisoner from doing his job? It's not his fault other passives are really dickish.
Well, I don't have the luck to try find a better team, so I'm probably gonna spend the next couple of months trying to get a Rainmaker and then I'm done.
Kinda bummed that AoP and Prisoner are getting nerfed but I'm really looking forward to the changes to my Death Dog. That is my dawg! Glad I maxed him up..
Also good to see an attempt to have more of these great chars we all have but are quite useless PvP-wise at the moment be more viable in the arena.
How long (roughly) before we see these changes and will there be fixes for all the specific bugs that were introduced with the last update?
Why choosing the easy way of nerfing toons and not the creatful way of making useless ones better by adding new passives and tune their skills?
What about the skillshards on the toons that will be nerfed, will we get an option to reset them?
Since you chose this way, no nerf on GRE..?Come on!
What about the worst future in pvp? Yes that crap that desides that the AI should always go first!
The warp talismans we have will become more potent in the future, how?
I always thought the warp and Rush Talismans where hidden Gems with the 25% of MR or Def to special, when they stopped dropping i started collecting them just in case and managed to keep 3 of these. example: Either one will give the PDK close to 240 bonus points of special. (or did before update)
Now warp is changing will the Rush talismans change too? I do think this will help the green ones now, before they were the first to go in the fire sale.
I second this Sparton... Is there any chance to fix Fervor in the upcoming tuning??? You must know that actually "Charge" chance is not working at all.
Another question, since Warrior Harpy now will have a cool passive, she still will be a 3* char??
I wanto to give some suggestion for you and the team :
Is there a chance for you to consider to replace Visions Eddie basic attack with another a little more interesting (Smash is awful)??
Since you have practically kill the prisoner on PVP, it would be cool to buff his magic, since his basic attack scales with it and now is even less than his ATK.
PDK passive will be buffed again, but I think that is a good idea to chech is basic attack or his Magic stat, since really, no one uses on PVP or PVE, Im sure that he's the number one 5* character for Sacrifice...
That's all for now, thanks in advance!
Great, after i finally got the prisoner from a soul, it will be nerfed lol
I didn't read all the topic: so does this mean the prisoner's passive will be changed but taunting chance to occur (which is ridiculously high) will remain the same? I hope not, because that is actually what kills the fun in arena! Most of times at least 3 chars out of 4 (if not all of 'em) get taunted and often you don't play at all for 2-3 rounds. I hope this will be changed instead, reducing significantly the chances to happen
edit: just noticed that it's actually planned to reduce the taunting chances, finally! Will it be applied only to Mummy and not to the soulness demon?
I already sacrificed my PDK, this notice would have been great before sacrifice.
Also because I full sharded The Prisoner with the shards I got from sacrifice. There goes 10 skillshards.
Not to mention AoP fully sharded as well, now useless, really don't think people will use him anymore in PVP.
There should be a way to remove skillshards, at this moment there is no motivation to shard any character that will be nerfed eventually.
Sparton has mentioned that this is not in any plans for the future but I think those of us who have played this game ad naseum to obtain these little gems can all agree this is a discussion that should be at the top of NF's list of how to make the game better...
While some decisions, like maxing up Death Dog seem to have been a good choice (at least on paper), it's very frustrating to have invested the time and energy we all have to maximize characters only to have them nerfed after the fact.
The way NF has the option to fix what and who they like at any time, we should also have the same option to decide if characters are worth keeping maxed after such things occur.
At the moment I have 7 skill shards that are just sitting in my inventory. I am very hesitant to use them and that should not have to be an issue.