Posts: 323
Threads: 41
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Feb 2021
Reputation:
363
11-27-2022, 01:19 AM
(This post was last modified: 11-27-2022, 01:22 AM by Lt. Heart.)
(11-26-2022, 07:32 PM)Avee Wrote: (11-26-2022, 06:56 PM)Lt. Heart Wrote: Honestly Fatal doing 18 upfront and 4 more overtime for a 22 md spell at basic is kinda nutty. Armed as a whole is a tree with 12+ md spells across the board, wouldn't 16 have been more justifiable then making it on par in upfront dmg with a masterspell[arc of devastation]
Love fatal been using it off and on since E3 and never really thought it needed a buff in the first place...
Just dodge it.
also buff melee In truth I use fatal, I was only saying I think it was pushed over the top with the 18 md change, 16 really woulda made more sense but yeah just saying its overtuned.
(11-26-2022, 07:50 PM)Iceshadow Wrote: (11-26-2022, 06:56 PM)Lt. Heart Wrote: Honestly Fatal doing 18 upfront and 4 more overtime for a 22 md spell at basic is kinda nutty. Armed as a whole is a tree with 12+ md spells across the board, wouldn't 16 have been more justifiable then making it on par in upfront dmg with a masterspell[arc of devastation]
Love fatal been using it off and on since E3 and never really thought it needed a buff in the first place...
don’t u out gear everyone by afking in mines/dungeons day 1 to get full arc gear or smth
id prolly be saying the same thing if all my shit was top tier ultra/uniques lol
Day 1? lol Okay, I mean yeah I got good gear and such but I don't see how that has anything to do with it. IM just saying in gerneral fatal a bit overpowered atm and thats me as a fatal user not only using it but observing it aswell.
YOu gotta admit 10-12k dmg as a basic is rather insane.
Posts: 120
Threads: 12
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Aug 2021
Reputation:
876
11-27-2022, 01:30 AM
(This post was last modified: 11-27-2022, 01:31 AM by MuscleWizzard.)
Prebuff the numbers are
14 initial + 6 bleed for a total of 20sd
Post buff is
18 initial + 4 bleed for a total of 22sd
Fatal had the damage regardless, just not front loaded. Landing fatal didn't become easier. The spell doesn't move faster. Nor did it get a cooldown decrease. You're just allowed to actually benefit from a crit on the front loaded damage in a large way. If fatal was really overtuned, we'd see more armed magi but......
You know how that goes.
Posts: 136
Threads: 13
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Jan 2021
Reputation:
230
Flameslide desperately needs a nerf
There's no reason it should chunk a quarter of my damn health when it's both a mobility option AND easier to land than a beam to begin with. If anything in fire needed a buff it was fireball, or overheat. Flameslide was amazing even BEFORE the buff.
Posts: 540
Threads: 43
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Apr 2021
Reputation:
2,413
(11-27-2022, 01:57 AM)Simonh2000 Wrote: Flameslide desperately needs a nerf
There's no reason it should chunk a quarter of my damn health when it's both a mobility option AND easier to land than a beam to begin with. If anything in fire needed a buff it was fireball, or overheat. Flameslide was amazing even BEFORE the buff.
what mobility option?
also, its easy to dodge flame slide if u can use space dash.
only time i got hit by flameslide was because of pyro--
lol
Posts: 323
Threads: 41
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Feb 2021
Reputation:
363
(11-27-2022, 01:30 AM)MuscleWizzard Wrote: Prebuff the numbers are
14 initial + 6 bleed for a total of 20sd
Post buff is
18 initial + 4 bleed for a total of 22sd
Fatal had the damage regardless, just not front loaded. Landing fatal didn't become easier. The spell doesn't move faster. Nor did it get a cooldown decrease. You're just allowed to actually benefit from a crit on the front loaded damage in a large way. If fatal was really overtuned, we'd see more armed magi but......
You know how that goes.
I am aware of the numbers of before and after but front loading it as such wasnt really needed + at 22 sd it does more dmg than most masters as a basic
Posts: 540
Threads: 43
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Apr 2021
Reputation:
2,413
(11-27-2022, 02:37 AM)Lt. Heart Wrote: (11-27-2022, 01:30 AM)MuscleWizzard Wrote: Prebuff the numbers are
14 initial + 6 bleed for a total of 20sd
Post buff is
18 initial + 4 bleed for a total of 22sd
Fatal had the damage regardless, just not front loaded. Landing fatal didn't become easier. The spell doesn't move faster. Nor did it get a cooldown decrease. You're just allowed to actually benefit from a crit on the front loaded damage in a large way. If fatal was really overtuned, we'd see more armed magi but......
You know how that goes.
I am aware of the numbers of before and after but front loading it as such wasnt really needed + at 22 sd it does more dmg than most masters as a basic fight as a melee
see how many times you land fatal
there's ur answer...
Posts: 557
Threads: 34
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Aug 2022
Reputation:
1,787
a mfer ever lands a fatal on me, I think "yeah I gotta focus"
a mfer ever lands a diagonal fatal on me? yeah, just /surrender
Posts: 276
Threads: 41
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Oct 2022
Reputation:
1,405
11-27-2022, 03:06 AM
(This post was last modified: 11-27-2022, 03:06 AM by RainIsABirb.)
(11-27-2022, 01:57 AM)Simonh2000 Wrote: Flameslide desperately needs a nerf
There's no reason it should chunk a quarter of my damn health when it's both a mobility option AND easier to land than a beam to begin with. If anything in fire needed a buff it was fireball, or overheat. Flameslide was amazing even BEFORE the buff.
As a flame slide enthusiast, it's pretty hard to land if you're fighting an opponent with half a braincell, and given the amount of points you need to put into useless Fire basics to gain access to it.. Plasma looks so much better in comparison! Strike. Overcharge. Tesla. Plasma Leap. For like 10 less RPP you gain 4 spells that do what you say Flame Slide can do, and more.
Posts: 136
Threads: 13
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Jan 2021
Reputation:
230
(11-27-2022, 03:06 AM)RainIsABirb Wrote: (11-27-2022, 01:57 AM)Simonh2000 Wrote: Flameslide desperately needs a nerf
There's no reason it should chunk a quarter of my damn health when it's both a mobility option AND easier to land than a beam to begin with. If anything in fire needed a buff it was fireball, or overheat. Flameslide was amazing even BEFORE the buff.
As a flame slide enthusiast, it's pretty hard to land if you're fighting an opponent with half a braincell, and given the amount of points you need to put into useless Fire basics to gain access to it.. Plasma looks so much better in comparison! Strike. Overcharge. Tesla. Plasma Leap. For like 10 less RPP you gain 4 spells that do what you say Flame Slide can do, and more.
Useless fire basics are a separate issue entirely (that needs solving, #justiceforfireball), but subtrees aren't '10 less rpp'. You have to buy the attunement first, so you're still paying 50 total to get into it anyways. I have jab and even plasma leap, but if I use either of them to jump past flameslide, it still hits me anyways. 16 SD is such an insane amount of damage to give a move with fire ticks on top of that.
Posts: 278
Threads: 54
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Apr 2020
Reputation:
1,459
11-27-2022, 04:07 AM
(This post was last modified: 11-27-2022, 04:17 AM by DanteriusAvius.)
It’s been said on numerous occasions that one should look at an entire tree when determining balance for that tree. The existence of “bad” (although I have contention with any auto-hit slow needing buffs except maybe mind fray) basics needed to get intermediates is absolutely related.
Flameslide also is not easy to hit unless you have something like pyro or whip setup but if we’ve learned anything it’s that GCDE stuns are more the problem in that, than the existence of high damage, difficult to hit, spells.
|