PTR changes are great overall

You’re crazy if u think light should deal 50% more dmg and heal holy Jesus.

It’s completely fair that u get hit for 1k instead of 600 but have 30% higher dmg higher heal and better dodge with dodge roll cancel

you need to read everything i didnt say 50% more damage only healing and that is if they are going to nerf the healing out put… 50% would only be a 20% increase if you heal at all you would see that also… there are Damage classes getting Damage buffs that you arent thinking of. so again please read that whole comment correctly and think about all weapons and not just what you think you know take all facts into account… also calling people crazy is uncalled for and also its not 1k to 600 its 1200 to 600 so again please read and understand everything on a comment and get your numbers right before commenting I’m find with people coming up with a better idea to keep all things balanced. also a dodge roll doesn’t mean anything to roots ,stuns, or moment impairing abilities on the healer you will die in a second in heavy the healer can just stand there is heal and not worry that is why if they want healing to be in light they have to make it wroth it.

I wouldn’t necessarily say that, to be honest, it’s actually the weakening that I, as the main fire staff user, can really understand.

Since you have the opportunity to increase the damage of the fireball by 150% via your equipment (you have to have the talent for it on head / chest / gloves / pants / boots) so the fireball would simply cause 340% weapon damage, as there is still a critical hit on top of it is just too strong, especially for PvP.

But I can’t really understand all passive weakenings when I look at the other abilities.

Cremation, I have to go into hand-to-hand combat, as well as flamethrowers and the flame trail too. That I lose so much dmg here as a glass can just doesn’t feel fair.

Meteor shower, a skill that makes me unable to move and that is very vulnerable and the damage of which in my eyes isn’t really there anyway. As mentioned in my first post here, there really is only one ability that has been buffed, the Pillar of Flame, but weakening 6 passive abilities due to one ability is just too much.

So much for the PvP aspect, I already mentioned the PvE factor in my first post, as a glass canon with 436 int and light armor and a total gear score of 560 as well as the 580 fire stick from the quest series that brings extra damage against the corrupt + an arcane socket which brings more damage against the corrupted and a large potion that brings more damage against the corrupted, in a PvE invasion I still lag behind a good archer by an average of 600 thousand points of damage, if the passive changes are adopted in this way, I can assume that the range here will be up to 1 million, in my opinion that is simply not fair for a magician who is supposed to be a damage machine.

My last words on that.

Peace

Esra

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I dont play in the PTR but what i can tell u about the nerfs they are not well thought through at all just fucking up the game experience in every way across pve/pvp. mayor focus should be getting all the weapon perks to work properly including weapon glichted animation skips and so on. disable food and potion in all instanced pvp except the war ration/ war potions that u have to but for war coins/ poutpostrush ressources. alone that will change the pvp significantly.

Then u apply nerfs, that are coded to “pvp flagged” specificly if u decide engage in it. u get a debuff that reflect the nerfs as long u are flagged. in that case it would affect pve aswell under these circumstances, but u will get rewarded with more bonus exp/gold or maybe loot luck if u want to play on " hard mode" in pve.

the third thing what i definitly cant understand at all is how and why they buff musket and still not nerf hammers. u get aoe “sleep” with weaken and rend and okayish dmg on 20 sec cd paired with 2 more cc abilitys that also deal goods amount of dmg including a lifeleech + 20% fortify hello? now they get access to even more dmg that includes more rend and stuff. For musket u can stay away over 100 m doing tons of dmg while being unseen cause of the distance. there is much more to say but i stop here.

The lifestaff nerfs looking ok they are definitly need. if the number are right i cant tell cause it pretty hard to get a good healer going since the most items u get are for melee specificly like infinity crystal form quest. u dont have many choices to get good jewelery from bosses either cause of the stats they have. there are some but not many and crafting is still a gamble and pain in the ass. paired with watermarking jewelery.

im not even 50/50 for this upcomming patch. there are problems that are much bigger than not thought trough pvp nerfs. server stability laggs everywhere ,quest bugs, myrk mobs are permantly gone, portals bugged ,500 gs score items in endgame dungeons from chest with a watermark around 580. none rewarding content. endless grind for gear gambling jewelery. u nearly always screwed as a solo player or players in a small guild also being in the weakest server faction. aweful chat system, dungeon design, no LFG tool except chat, no raid groups that can hold at least 10 players for big portals for example. tuning orbs and day / weekly limits for crafts, unstable eco, awefull loot destribution system for specific items including jewelery, aswell as watermarking in general as explaination to new players etc.

the list is long and thats what u come up with sry feels like a bad joke

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I do understand the nerfs for fire staff and ice gauntlet, but why are the Warhammer and great axe not nerfed as well? Both weapons are already dominating PVP by far, even in comparison to fire staff and ice gauntlet, due to their superior cc, dmg and mobility.

What’s the point with those changes? Shall we all play Warhammer and Great Axe like already 50% of players do?

So you’re saying that changing the mechanic core of the skill to adjust overall damage with equipment perk - which is to be found on a decent gear with decent stats, thanks to watermark and insane RNG - is justified? Isn’t it better to adjust THE PERK?

The new ig has less cc potential than great axe lol

5s cd to root while someone had to stand in something they can unironically jump over

IG and Int is dead

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Fire Staff IG and LS nerfs are good? How? Why didn’t GA get Nerf. The game will die if they keep the buff to GA. It’s already a GA meta these changes do nothing but ensure it.

Anyone who thinks life staff needed nerfing before ga is a ga user.

I get FS was a bit strong but some of the changes they made completely ruin the idea behind the tree. Pyromancer was the burning tree while fire mage was crits but they took crits off one of the abilities and moved our main crit passive.

It’d be like if you stopped rapier crits and moved the passive over to the bleed tree. It makes no sense

I can’t seem to make a new post, so:

Expeditions do not work. They just fail to load.

ALL waypoints should be unlocked so we can test area without having to walk everywhere.

Void Gaunt:

The INT/FOC seems wonky. INT for damage, FOC for heals, ok. The ratios are a little off and suffer from diminishing returns. If I want to go full on INT damage build, the damage isn’t very good.

It is like the void gaunt doesn’t know what it wants to be.

empowering fireball doesn’t stack, lol, unless someone tested it in PTR and it does, then it doesn’t.

yeah and to me it’s balanced, it’s longrange HITSCAN. almost doing as much damage as a firestaff it doesn;t need a rate of fire buff.

It’s not meant to be a DPS weapon. 200 int 150 focus does great damage and solid healing

Yeah you’re right, GA/WH should get nerfed if they nerf IG/FS like they did. Once that’s changed I think the state of balance will be nice

That’s a complete exaggeration. You could jump out of ice shower before the nerf so it really didn’t change much. At most you were freezing them once before they jump spam out. IG is still useable, same with FS. It’s not dead you’re trolling

damn, wish they will not ship out that great axe root buff, ty for spending time at ptr and giving proper feedback, some feedback I am reading on PTR are tantrums and rants

What nerf? Seemed to function the same to me in PTR as in Live.

It is vastly different now, int is completely boned. They already got hard countered by musket/ bow due to range, and they neutered their ability to kite while dropping damage across the board in a staggering amount.

Speccing into int is trolling

i tend to agree, the musket can be very powerful. the one buff it really needs is to armor penetration. headshots should have an x% punch through.

Exploits didn’t affect me because I was on a small server And nobody used them.

Bugs haven’t affected me because I’ve never encountered them.

But I like PvP, I’m having fun, but as a spear and bow user, I think I’m getting the short end of the stick (pun intended). Why do I bother playing this spec when Amazon have nerfed it and somehow buffed strength yet again. Great axe gets all that spear gets and more. The cc is better, the damage and range is better and ontop of this, the mobility is too.

I wish @luxandra or @nw_mugsy would give us a rundown of why stuff was nerfed and why other stuff was buffed. Greataxe/hammer/hatcher have been meta-melee builds since the game opened up. Yeah the throwing hatchet spec needed help, maybe some abilities on hammer needed a bit of tlc, but did GA need grav well to be better? Did it really need grit on an aoe pull? Why? So I can get pulled in and mage bombed for free?

This feels like baby’s first time balancing. If the bugs and exploits didn’t get to me, the lack of balancing will.

Fire Staff deserved a nerf? Haha, no. I’d love for the left-click brain players actually have to try and aim their weapon for once.