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Suggestions
Controversial suggestion because Armed is goated...

But speed up dash strike and double strike animations. You know you want to. (Please don't shoot me...)
I swear I'm not...
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I'm not owned guys.
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downvoted
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hey id be all for this if it came with a psmash damage nerf oh and precision slash is overtuned right now as well (it deals fucking 20k damage), stop shadow buffing it
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New spells are going to be adjusted often if their mechanics are unfamiliar. The Blood spells and PS have been buffed/nerfed by the day at least 10+ times in various ways f.ex, among others. Once their changes are 'set', and not experimental, then they are included in the changelog. 

You want to make a proper suggestion if something seems off, because often posts like yours come with exaggerations and aren't taken seriously.
EDIT; Testing it now @ 350 power 150 critical,, 20k is far out of reach. Roughly half that depending on crits (given the CD/windup, seems okay). Might be overtuned, might not be.
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Powersmash damage is high and overall you cant evade or run away from it if you not have slows or knockback skill. Even if you have them you still can eat it. No counterplay chance. You are forced to do exchange when armed user approaches to land powersmash. Even it applies slow wich is makes you open to upcoming combo. 

Its intermediate yes and armed users would like to have its damage stay. But guys think for balance. Armed has 2 skills that deals high damage. Im ok for fatal's damage cause it can evadeable and people need build up to land it properly wich power smash does not. With garuda and stepcast of the skill makes it able to reach you easier. Nerf its damage or change the skill at all.  Its damage feels unbalanced to fight against. (i do use armed too)
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I did a similar test of my own just now, and with crit powered down to the minimum 5% and at roughly 350 power (same as you) I did 11k against an opponent with no other modifiers. Given a 45% crit chance (which to my understanding is roughly average), it comes out to about 13.5k damage on average.

As a master spell with it's considerable windup and difficulty to actually land- this is more than fair. But taking into account the fact that this is one of 3 spells on an armed player's bar (the other two being Power Smash and Fatal Strike) that are capable of dealing 10k damage- an armed player can take out almost half your healthbar with just 3 skills. Precision Slash was unfairly scapegoated in my previous post due to this factor- it *felt* like it dealt more damage than it actually did because they hit me with a PSmash or Fatal beforehand.

My suggestion is to reduce Power Smash's damage to 15 (one above its original value) as it is by far the easiest of the three abilities to land. With its autohit nature, you can effectively out-trade a lot of things your opponent can use on you at close range- and thanks to its short cooldown you can do that often too. The winning strategy against Armed currently is "can I out-trade Powersmash and evade Fatal/Precision effectively?" Which hinges on you having similarly high-damage spells and being able to kite them effectively.

Fatal Strike could see a mild nerf to its cooldown- missing it currently is not a huge deal because its CD sits at around 15 seconds with a decent amount of agility.

Side note on the topic of Armed- Quickdraw and Precision Slash both have a requirement of 40rpp while Power Smash has a requirement of 50rpp. However, I have been informed by an admin that spending 40rpp in Armed and then buying Quickdraw/PSlash to gain access to Power Smash is an exploit- is this intentional or not? My suggestion, therefore, is homogenize those requirements (either 40rpp or 50rpp).
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(02-10-2023, 04:58 AM)RainIsABirb Wrote: Side note on the topic of Armed- Quickdraw and Precision Slash both have a requirement of 40rpp while Power Smash has a requirement of 50rpp. However, I have been informed by an admin that spending 40rpp in Armed and then buying Quickdraw/PSlash to gain access to Power Smash is an exploit- is this intentional or not? My suggestion, therefore, is homogenize those requirements (either 40rpp or 50rpp).

All primary magic has a requirement of 50 for intermediates (Air, Earth, Water, Fire, Energy, Illusion, Nature, Armed, Unarmed). Specializations are 40, as you pay the 10 attunement cost from the primary (total of 50). 

So this is unintentional, and was brought to my attention last night. Fixed for today.
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(02-10-2023, 04:45 AM)Nephilim74 Wrote: Powersmash damage is high and overall you cant evade or run away from it if you not have slows or knockback skill. Even if you have them you still can eat it. No counterplay chance. You are forced to do exchange when armed user approaches to land powersmash. Even it applies slow wich is makes you open to upcoming combo. 

Its intermediate yes and armed users would like to have its damage stay. But guys think for balance. Armed has 2 skills that deals high damage. Im ok for fatal's damage cause it can evadeable and people need build up to land it properly wich power smash does not. With garuda and stepcast of the skill makes it able to reach you easier. Nerf its damage or change the skill at all.  Its damage feels unbalanced to fight against. (i do use armed too)

Make powersmash work just like unarmed wp and axe, you need travel until target and only at 1 tile range, be able to cause damage, i want see if that wouldn't fix counter play issues.

They can insta hit you from 3 tiles far, 5 with garuda and stepcast, a powerful attack that also slows, then simply run away you could still keep the sd to see how much people you would see quit already just because you make a spell that is good when hit, harder to hit.
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Maybe right now isn't the best time for it. BUT, bring back arcana. I like my silly little card games and sinking my ic funds into cards.
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(02-07-2023, 03:48 PM)SilkiyTea Wrote: Hey bros, come on, let me sippie that rebirth potion. Just once bro. Just a lil chug.
209 rpl and can't use a rebirth pot because of it.
C-come on just a lil drink. A sippie.

(Please remove the RPL constraint for rebirth pots. Just make it a 3 time use only...)

seconded
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