22 NERFS to Casters (11 to IG and 11 to FS) We are not crying, we are demanding JUSTICE - Please comment

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%)
  • 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

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AGS on the Balance: image

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(Yes I know this is a long post, there is a lot to talk about with these changes. And I’ll do anything to get AGS’ attention on the state of balance)

I just don’t understand what niche they are trying to put mage into. I have played a ton of mage and bow/musket for reference. At the moment, ice gauntlet and firestaff don’t do anything the best. Bow for example does several times more single target damage, with more range, and still having comparable AoE strength.

Ice gauntlet’s lock down capabilities are almost completely gone, it is still very short range, and the Bow does better AoE damage with rain of arrows and poision shot from a much further distance. With the tick rate changes to ice storm along with the several other damage nerfs, ice storm does around half the damage it did before. I do think it needed some small tuning, but a 50% nerf in damage to ice gauntlet’s one good damage ability is insane. That leaves Ice Gauntlet with two mediocre abilities, ice storm and ice shower, and the rest of them are awful. (Ice Spike can be used in certain situations, but once again, suffers from a very small hitbox and a very small range)

Meanwhile with the firestaff, pillar of fire and flamethrower feel okay, but both still require very close range. Fireball is hit or miss, literally. Half the time you hit someone with it it just disappears through the ground and does no damage. Not even to mention taking away crits from fireball, which it did have whethere intended or not, and the other damage reductions turned this ability into an extremely low damage annoyance to enemies.

My point in general is that mages in light armor who have to play at a pretty close range should not be getting out damaged by bows/muskets that are often in medium armor and can fight from a safe distance. This isn’t even to mention that with ice shower and entombed being completely gutted, and burn out not being a good ability for PvP because of the long animation, mages in light armor can’t do anything about being run down by great axes and hammers in heavy armor.

This has all been about PvP, but PvE is so much worse for these two weapons. There is literally no reason to bring an ice gauntlet over a bow in an expedition. You do several times less damage while providing nothing else. In my opinion, Ice Gauntlet is the worst PvE weapon in the game right now. At least musket provides very good single target damage to bosses, ice gauntlet does not. Flamethrower in PvE has made up for some of the massive damage nerfs to fire staff, but it still does less damage than most other weapons can.

Don’t get me wrong, I do NOT want bow or musket to be nerfed. I actually think bow and musket are both in good spots right now, that’s why you see them dominating so much in OPR right now for example. I do NOT want them to be nerfed by 30-40% like ice gauntlet and fire staff did in the previous patch. But I believe the fire staff and ice gauntlet now need some changes in the opposite direction to balance out the over the top changes made in 1.1.

2 Likes

I see no issues with the nerfs. I’ve been a Fire Mage since day 1. After this patch, I still feel powerful in PvE and competitive in PvP. I don’t know if we’re under or over balanced, but I certainly don’t feel like being a Fire Mage is holding me back from anything. Balancing back and forth will happen for the next 15 years. It’s just a game. Play what you have the most fun playing.

Can’t comment on IG.

I think saying they lied is quite a stretch.

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Is not about how you feel… te point is they gave us 22 Nerfs… that don´t feels “good”.

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you forgot a huge nerf in ice gauntlet. the perk “Deadly Frost” went from 12% damage every .25 seconds to 8% every second

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bro what u doing, its obvious they want everyone to go full faceroll on the keyboard with GA, and WH. SMH youre playing the game wrong!!!

/s

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I switched from axe/hammer to void/life staff and absolutely hated it, ended up going to spear/musket with light armor, it’s fun.

Mage is far behind in pvp atm. It feels realy bad.

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I didn’t know Deadly Frost was nerfed this bad. I just yesterday crafted something with DF in it, and noticed it was very underpowered. Doing something like 100-150 damage per second, over the duration of however long someone is stuck in Ice Shower, which is max a few seconds. So it does about 400-500 damage, which is peanuts.

I am not playing mage any more, but I agree that YOu guys received too many nerfs. I mean, mage was really strong, but come on, too many nerfs I see here.

Specially when fkng Great Axe did not take any nerf about it lunge or bloodlust passive…

AGS YOU ARE JOKE!

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@0mega
What about us healers?

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Yes Healers got Strong Nerfs too :confused:

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The only change healers needed was a 50% nerf to heals when wearing heavy armor, and it would have been fine leaving the rest alone

Regarding the mage nerfs - I can’t quite wrap my head around why they were even nerfed at all tbh, I never felt overpowered as a mage in opr or wars, because to get decent damage you needed to go full int glass cannon, which was a fair trade - you don’t need to do that with GA/WH, you can still run HA and 12k HP while running around with 300 str full grit

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Dev destroyed the standard damage circle by giving heavy armor most physical AND magic defence, normally in RPGs you have:

  • Phys. DDs in heavy (tanks) are weak against magic damage, because they have low magic defence and less chasing possibilities.
  • Mages in light are weak against light physic, because of their high damage, evasion and chasing possibilities.
  • Light phys. DDs are weak against heavy phys. DDs, since heavy armor is best against physical damage.

What we now have is:

  • Phys. damage dealers in heavy armor (tanks) are NOT weak against magic damage, because heavy armor have also most magic defence, nor against physical damage, since physical damage dealers would normaly kite, but since there are weapons like GA, that allows to successfully chase people in light armor while wearing heavy armor.

Regarding healer:

  • I think the heal amount nerf was OK, but now they should give healer better single target heals (less cooldowns / less mana consume / no slow while targeting heal skills), so healer could be more mobile and make more targetet heal instead of throwing AoE-heal everywhere. Healers could than for example also use 2 single target heal-skills + one AoE instead of using same “2 aoe + 1 single target” meta, like everyone now.
2 Likes

Actually, all my weapons besides musket and bow are level 20 you bum.

Agree!!! Thanks

Totally agree. I know tons of people not playing anymore because of the nurfs to the mage class. Ie firestaff and ice gauntlet. I also know more people are using the damn rifiles sniping now which are super op 3 shots dead no matter what. How is that balanced ? So the bow and rifle get high burst damage while your other 2 ranged weapons become pee shooters. Great good job ags good way to loose your player base.

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