I hear about some mele players that we, mages, are crying… I want to show why we are not crying, showing the reality… How do u feel if you as a mele or Ranged player get 22 nerfs? 11 Nerfs to your GA and WH (mele) or 22 Nerfs to your Musket/Rapier or Bow/Spear…??? And all of this while you were not the most OP class… Before there was a balance, cause a good mele player can just “Jump” or “Roll” to get out an “Ice Shower” or simply avoid it…
And the Nerf were not… like a 5%, or 10% nerf, or maybe as to much a 20% Nerf… (like lot of games normaly does) No… They give to some abilities Nerf of 500%, also 70%, 50%, and the majority of the NERFS were 30 and 35%.
I want to prove the Hard and “out of touch” 22 NERFS that we recieved the last patch:
TOTAL NERF TO MAGES: 22 (some abilities were Nerfed 500%, 100%, 50%, and 35%… thats nuts!)
ICE GAUNTLET: 11 HEAVY AND “OUT OF TOUCH” NERFS
- Heavy Freeze: 500% NERF LOOOL
(Added a 5 second cooldown to the freeze effect.) - Entombed - 3 NERFS IN ONE!!! NICE… 70%… YES 70% NERFED DAMAGE!!! WOW…
- Entombed players can no longer be healed.
- Reduced health of the tomb to 50% of players max health.
- Reduced damage of breakout burst attack from 168% → 70%.
- Ice Shower NERF 50%!!! WTF!!!
(Increased cooldown from 20s → 30s.) - Ice Storm - 35% NERF
(Increased time between damage ticks from 0.25s → 0.33s) - Energized Critical: 33% NERF
(Reduced critical damage bonus from 15%→10%) - Passives
- Ultimate Chill - 30% NERF
(Reduced Ultimate Chill’s bonus damage from 35%→25%) - Critical Frost - 25% NERF
(Reduced critical change bonus from 20%→ 15%)
- Ultimate Chill - 30% NERF
- Heavy Attack - NERF (Slowest)
- Reduced Ice Gauntlet movement while attacking - NERF (Slowest)
Ohh yes… we got 2 Buffs to two almost useless abilities:
- Wind Chill - BUFF 25% … Nobody uses that skill
(Increased damage scaling per tick from 16% → 20%.) - Ice Pylon - BUFF 20% to a secondary skill not the best ones or more used…
- Increased pylon health by 20%.
- Added a max lifetime of 45 seconds to the Ice Pylon
FIRE STAFF: 11 HEAVY AND “OUT OF TOUCH” NERFS
Passives
-
Clear Casting: 50% NERF… LOL 50%!!! SERIOUSLY???
Reduced damage bonus from 10% → 5% -
Clear Mind: 50 % NERF … LOL 50%!!! SERIOUSLY???
Reduced empower effectiveness from 10% → 5% -
Runes of Helios: 20% NERF
Reduced damage bonus from 30% → 25% -
Prophet of a Fire God: 25% NERF
Reduced crit damage bonus from 20% → 15% -
Spellslinger: 33% NERF, plus no crit on normal attack NERF (2 NERFs in ONE)
Reduced the crit chance bonus from 15% → 10%, also fixed an issue where crit chance was also increased for standard attacks and not just abilities. -
Pyromania: 25% NERF
Reduced damage bonus from 20% → 15%. -
Kindle: Fixed, but NERFED
Updated the Singe and Watch it Burn passives to mix up the functionality, -
Singe went from inflicting Burn to critical hits, to using the Watch it burn functionality of triggering burn on light attacks. - NERF
-
Watch it Burn now inflicts burn on critical hits from abilities only. - NERF
-
Fireball - NERFED… YES NERFED (You did not clarify that the ability was not intended to CRIT, if you say that that was your first intention, you are lying… simply)
Added additional clarity that the Fireball ability is not able to crit. Previously it would show the Crit damage color, but not actually deal increased damage. It will no longer show orange damage numbers, and an additional tooltip was added. (Spellsinger is useless here)
We got 3 buff… oohh thanks so much…
- Flame Thrower - 45% BUFF
- Increase damage scaling from 34% → 50%.
- Reheat: 33% BUFF (No so much usefull…)
Reduced the time required without triggering an ability to trigger Reheat from 6s → 4s
- Pillar of Fire - 27% BUFF
- Increased damage scaling from 134% → 170%.
AGS made posts about hearing feedback… why thed did not listen us… if 90% of players on those posts (IG and FS PTR posts) say that those changes were really “out of touch” and exagerated to a class that does not was OP.
We demad JUSTICE! If you want us back in your game.
Please comment/Like if you agree, or why you don´t


