Detonate doing 22k dmg

Because they pop it before and use abilities that will zoom in to clumps with mainly burn out on their fs (or other hasting abilities, hatchet where they pop beserk and have their death defy up and the go into a clump and kill everyone with just 2 people using detonate it literally happens in a second and you dont ever see it coming. Idk how you dont see thats an issue XD when its clearly 11k health from one single detonate i swear some people always arguing about things that are just clear as can be wrong.

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But that is the thing…We cant have muskets hitting for 9k, detonates hitting for 11k and bb and great swords one shot combos along with all this other dmg. We can handle 1 broken build at a time XD

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Dude, looks like you want to nerf everything.

Good balance is when every weapon feels strong. Not useless like 50% of abilities are now

Because the armor and heal ratio arent adding up everyones just dying i mean i guess from a killing pov where everyone dies and respawn but thats not fun, a good fight is fun

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Detonate should keep a high damage BUT, it should also damage the user for a portion. Make it a double edged sword. A well timed one can blow up a group but you might not walk away either in exchange depending on how much heath you had left prior to exploding. High risk and reward play.

Anytime someone says “it’s not even close to op”

I can almost bet they use it and want their toy to stay the same.

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detonation is exactly what we need for anti healer brusier point takers.
it makes other class has chance to fight them in clumps.
if they just smash lmb and stun knock down GW mindless, they would get keged by 2 cordinated assassign.
but if brusier plays well, it can also benifit them to control the point

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Not at all…thats not anti heal thats just them exploding and no chance at ever healing it because thwyre dead XD plagued crits, plagued strikes and scream on a VG are anti heal…not to mention they have a new heartgen coming out with concecentrared bile that will also basically plague a healer reducing heals by up to 50% on top of the other healing reduction. So no detonate is not anti heal

anti heal-clump was and is burst
plague diease never a effective anti heal
Detonate is anti clump.

Disease is actually useful.

I can really see the difference when playing sacreds.

Detonate, vines and stoneform are good and balanced, the rest 2 heart gems need to be buffed as they are way too weak.

Rend, burst dmg and cc is more of an anti-heal than actual anti-heal.

Just did a war and the other teams entire strat was just “grav well > detonate” and it waas heellllllla lame. AGS was like “yea war should suck more”.

It is in the patch notes posted today - 10% raw damage and .1 reduction to the critical multiplier.

The 7.3k would be somewhere in the high 5000s post nerf. Still a big chunk but not as bad.

Heartrunes are just there because their balance team is bored and needed something to add to the complex system they created at endgame.

Chances of even decent balance… shattered.

Dev interview prediction: “they are a lot of fun, just like flame thrower” we will take a look but are happy with the current balance.

Sidebar: Do you think, we have got the mages to leave yet? They bitch a lot.

Its nerfed on ptr as of tonight/tomorrows patch.

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Game is going in bad direction again… Too much fast kills insane quick damage not possible to dodge, or heal

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Yep, they always release broken. Then “fix”. Isn’t it like a 20% dmg reduction though? So what they are saying is in Ow or OPR. If people sync them they win the fight. The counter play to that is not to stay clumped then the musket bows just tear you apart. Anywho I am jaded, this game held so much promise.

Honestly, I am a fan of adding them but really, when you look at them and what they provide. They are trying to balance the PvP with this stuff cause they don’t have the ability to do it on the weapon which just shows how boned the balance team is.

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I believe its getting adjusted slight on today’s PTR notes

Love it! Wear light armor get destroyed.