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The Current State of Eternias Meta
#41
Less a water bucket and more flash-freezing the meta.

All of the sudden, vit-stackers are nigh unkillable even for those 1 shot combos, and god forbid they're sustain also. Vit is already the strongest stat in the game because of how it interacts exponentially with the block gauge, and it doesn't need to be stronger. 2 invulns is more than enough for a skilled player to avoid the 1 shot combo, and 3+ just lets them have an absurd uptime on never taking damage.
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#42
(08-29-2023, 09:28 PM)RainIsABirb Wrote: Less a water bucket and more flash-freezing the meta.

All of the sudden, vit-stackers are nigh unkillable even for those 1 shot combos, and god forbid they're sustain also. Vit is already the strongest stat in the game because of how it interacts exponentially with the block gauge, and it doesn't need to be stronger. 2 invulns is more than enough for a skilled player to avoid the 1 shot combo, and 3+ just lets them have an absurd uptime on never taking damage.

The suggestion posted is to make all invulns share a cooldown without rectifying the root cause of the issue at hand. Vitality has not underwent any changes since spires of Agartha, and perhaps even E1.

And yet, spells went from doing 6k on the high end, to 20k.

350 vit is a 43% increase, unlike the roughly 80% increase to spell damage on high power spells.

Further, this is a universal issue.

(Also? As someone who runs 270 vit? There’s combos that will 60% my vit in only 2/3 spells off a single rotation.)
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#43
I'd love to see these common 1-shot combos since most rounds I observe last for a few minutes a pop and are usually a nice tug of war regardless of build when the power scaling is close to even. (yes this includes aether beam, starlit halo, metal, whatever else you want to point your finger at)
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#44
vit was upgraded in e3
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#45
(08-29-2023, 09:36 PM)chance Wrote: I'd love to see these common 1-shot combos since most rounds I observe last for a few minutes a pop and are usually a nice tug of war regardless of build when the power scaling is close to even. (yes this includes aether beam, starlit halo, metal, whatever else you want to point your finger at)

For a while, this would’ve been gravity well followed with the master- Seemed quite a few people were running it.

Blizzard is a culprit as well, in the right circumstances.

I find the cannons are a huge one, looking specifically at holy cannon and sanctified- I find less people resolve to black binding and shadow cannon as particular spells.

There are further examples… But they require niche circumstances to actually occur.

I’d also like to bring up Demonstep, in this case, though not in response to the proposed change to make invulns a single-spell option. How would a spell of this nature be treated?

Frankly? I’d advocate for invulns being an intermediate, while retaining the ability to stack them. I like that suggestion.

(also the changes in e3 are something i was unaware of. i retract that statement, but still see it as an overall way to not globally nerf spell damage.)
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#46
blizzard and cannons were both nerfed
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#47
(08-29-2023, 09:35 PM)Knawlidge Wrote: The suggestion posted is to make all invulns share a cooldown without rectifying the root cause of the issue at hand. Vitality has not underwent any changes since spires of Agartha, and perhaps even E1.

And yet, spells went from doing 6k on the high end, to 20k.

350 vit is a 43% increase, unlike the roughly 80% increase to spell damage on high power spells.

Further, this is a universal issue.

(Also? As someone who runs 270 vit? There’s combos that will 60% my vit in only 2/3 spells off a single rotation.)

The suggestion that's been settled on is to limit invulns/defensives to 2 on the bar as far as I can see. Having one invuln is a terrible idea obviously because there are spells that'll take 40% if you eat the full combo, yes- though 60% is still something I don't see 2/3 spells doing. No single spell deals 20k HP- some max out at 15k~ theoretically, and that's with massive apped-for power increases.

Or you're fighting Xarxes, but, he's an outlier here.. and is, in fact, the main offender of the 3 invuln stacking meta anyway, so he doesn't even count for the sake of the argument.

- Also, vitality is 272hp per point, not 244hp. It's still a whopping 28% increase, which is more than enough to really push us into a 10 minute round sustain meta.
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#48
(08-29-2023, 09:36 PM)chance Wrote: I'd love to see these common 1-shot combos since most rounds I observe last for a few minutes a pop and are usually a nice tug of war regardless of build when the power scaling is close to even. (yes this includes aether beam, starlit halo, metal, whatever else you want to point your finger at)

Generally, 'one shot combos' don't actually one shot, but just deal so much damage the battle starts to feel like it is already over for the one who got hit due to the health advantage.
Are such fights still winnable? Possibly! I've seen people pulling it off (such as the Wra'gul fight VS Isley), but often times once someone gets hit by a big shot combo? They are now a fair sum of health behind, which can be hard to recover from.

That said though? Final Toll can potentially one or two shot people if you manage to get someone stuck inside the multiple AoEs. The damage from the AoEs stack up, which can lead to one's HP getting shredded.

It is hard to pull off intentionally, especially if they have an invuln for when they get caught, but when you do manage to catch them without protection? Oh boy  Sad
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#49
(08-29-2023, 09:36 PM)chance Wrote: I'd love to see these common 1-shot combos since most rounds I observe last for a few minutes a pop and are usually a nice tug of war regardless of build when the power scaling is close to even. (yes this includes aether beam, starlit halo, metal, whatever else you want to point your finger at)

The only one shot combo I've witnessed was Cynder Walt's Metal Illusion Energy, and even then it has so many options to counter it that he's not even landing it within an entire rpb, a good runner up in damage is from the gravity master gravity well (reliable 30%ish? ) combo or some bb combo where you combo something like fatal into another hard hitting move(counter playable  ) 

Flashbeam combos can chunk 40% but reaaaaaaal annoying to pull off.

Whip beam combos are cool but they're not insane.

Meteor shower is overrated and will not one shot a majority with a brain unless they afk in a rpb and the rng drops 3 aoes on their head.

Final Toll had its damage culled, even if you stand in a stacked final toll for all ticks(you can just walk out of it or dash) you're taking about 800-1.3k ticks, can't remember how much I ticked for when I used it.

Main issue is DR and invuls going hand in hand + sustain.
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#50
there is no meta in ba sing see, there is no meta in meranthe, there is no meta in meranthe,... there is no meta in meranthe.
Want to know what will always cause trouble? , not alone but when you can stack multiple stuff that does that more than one time.
-Damage mitigation, be 100 % or any %
-Quick damage in small gap of time.
-Stuff that counterplay is based in bar instead skill.
-Stuff that dont reward effort, but reward stuff that dont need effort. (this one in specific is what creates meta, otherwise hard builds big bet big reward would exist more.)

avoid that on anything new and meta is half killed, or better change the concept of win being win a rpb, being just a step that moves closer, what makes meta exist is the hunger for win, maybe change that impacts too.
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