So I invested quite a few hours into testing the new changes this weekend and there’s way, way more good than bad to me.
I feel that people are blowing IC/OOC out of proportion both as a concept as well as the current execution. I think the concept is really, really good and should definitely be implemented, but not in the state it was in for this PT. I actually don’t have much of a problem with the execution of IC for the PT, I’m very happy the duration scales with the amount of damage taken from a shot over the trigger. I also think its a great idea to use VIT scaling to decrease IC duration. My problem stems from the trigger itself.
15 damage is absolutely pitiful and everything beyond midlands will most likely trigger it. There are probably less than 10 shots in dungeons like Halls and Sanctuary that won’t trigger the effect. I don’t think players should be able to brute force their way into not having to worry about it, but why have the number so low in the first place? This doesn’t benefit newer/lower skill players as progression from mid game to highlands to godlands will shred and punish them far worse than maxed players. One solution that came to mind was having the proc based off of the dungeon difficulty . With such a dynamic concept, I found it weird that this one aspect of it was left stagnant. I think reworking the gravestone rating for dungeons as well as having set values for different biomes in the realm would help this qualm I have. For example, in a 1 gravestone dungeon, 15 would be the trigger whereas in a 5 gravestone dungeon (or greater if the system is changed), 50-60 would be the trigger. I think this would play much better with the increase in the DEF cap as well, as currently only knight and classes that utilize armored only benefit from it.(edited)
With these changes though, I think its great that the base regen speed of VIT and WIS were doubled for OOC, however it along with the DEF cap increase currently feel a bit superficial. By the time I’m out of combat, at least in a group, most times I would be at roughly 70-80% HP in dire situations and nearly fully healed in others. I don’t think VIT and WIS should be changed further with regards to the regen rate, but IC feels more punishing than how beneficial OOC feels (hope that makes sense).
Overall while I like the concept of these changes, I feel that they push the game in a direction that requires a ridiculously high skill ceiling. I’m all for more challenging content, but I will never, ever be at a point where any hard dungeon I do is near perfect. There are also instances that make the system punishing, such as the Tarul Tentacles 2nd phase, the O2 Sun phase and clearing the Nest. Some patterns make dodging the entire phase near impossible, or other cases there is just so much spam from miscellaneous enemies that it makes it impossible to adequately dodge.
The DPS Buff Changes
I think the DPS buff rebalances are all really good, but I personally think exposed should be buffed a little bit just to give Samurai more relevance. As much as I personally like the class, it does feel clunky to play and there are times when its ability doesn’t feel nearly as meaningful as berserk or damaging. As I mentioned before, I feel the defense cap is somewhat useless. There aren’t many cases in the late game where this matters or can even be applied. The same goes for the early game to some extent, with most things dealing enough damage to make the cap irrelevant.
I don’t think there is an easy way to make defense of equal relevance to health because even with these changes, more health is better than more defense in a majority of cases. This coincides a bit with the armored nerf as well, making the cap increase really only apply to a select few situations. I might be under thinking this but I wanted to share my thoughts on this adjustment.
Enemy Health and Status Rebalance
I think implementing the exponential scaling formula to all currently scaled enemies is a great change and I’m happy to see it coming. Nerfing the base HP of enemies in conjunction with the DPS nerfs is definitely appropriate and based on the areas I’ve tested, has made smaller group play go by much faster.
The status effect rebalances are a bit of a mixed bag for me. I’m not 100% sure if I read it correctly, but my understanding of it is that first the effect from a projectile is applied, then the complementary immunity is applied. Again if my interpretation of this is wrong, please correct me. If this is what it is though, I feel that it makes all abilities centered around a status effect much less meaningful. I want to look at QoT as an example, as it’s always been a mediocre item. Assuming you hit the shot, you get the 5 seconds of Daze but then have to wait another 5 seconds just to be able to daze again, effectively making the cooldown removal a moot point. (If the complementary immunity is applied as soon as a status effect is given to an enemy, I have no issue with the change, these statements are based on how I interpreted the post).
I think the player immunity is also a great implementation, but I feel it should be extended to slow and confuse as well since they also hinder movement.
The Class Rebalance
I played a lot of Paladin on this PT and I genuinely enjoyed the class. It’s really fun to play and I’m glad the wismod changes make its higher WIS stat more meaningful.
Mystic also feels a lot better to play, even with the berserk from T5+ orbs removed. I think these changes should bring it into much better line with Wizard and Necro in terms of base DPS and I hope the changes are here to stay.
Warrior getting wismod is still a bit of an odd thing to me, especially when there are other classes that would make better use of it like Bard and Assassin. However, I feel the implementation of it for the PT is really good and I had a lot of fun with Warrior. It feels a bit less limited to play since you don’t need to worry about pressing space bar on a set interval every time. I understand the wismod was developed for the class already, but I really hope that it extends to the other classes I mentioned, as I feel they are both in need of some changes that I don’t think are relevant to discuss here.
As for Priest, I am not a fan of how badly it was gutted. I think the class needed changes, but the ones currently on the PT are way too much. The wand buff is nice and I think it complements Sorcerer a lot more than priest, but priest was never really meant to be a DPS machine. I think buffing the wands to compensate for all of the other nerfs was not a good step just because the class is absolutely boring to play now. The cooldowns are extremely punishing and I honestly think they would be a major turn off to newer players who pick Priest.
Tomes healing less based on allies is a cool idea and I actually like it a lot, however I think it punishes those who may be lower than their companions. Here’s just an example: there’s a group of 16 people and 1 person has 150/800 HP and another has 700/800 HP. This change is ambiguous, meaning that the person with lower HP may just get screwed over due to bad RNG with the mechanic.
If it prioritized players of lower HP to heal for the higher amount, I think that would be great, however I don’t know the internal workings of the mechanics so I don’t know if its my place to say. As for the UT/ST tome changes, I think Prot is balanced pretty well with the changes made. I’m also not against the Geb tome changes, however I think it removes incentive for people to clear Sarcs even more. Tome of Pain and Puri are honestly not good. The damage buff is cool, but the cooldown kind of just makes it awkward to use. In most cases one would be better off using the Furor tome or Ceremonial Merlot for DPS rather than Tome of Pain.
As for Puri, I think it was nerfed way too hard. As others have said, the cooldown isn’t the only issue but rather how much all 3 nerfs stack up. It makes priest a class that is supposed to help the group into one that’s somewhat selfish to use. 150 base healing and reading the Purification on party would make the item much better. There are only 3 pieces of equipment on the production servers that can cause group Purification and absolutely gutting 2/3 sources is not a good step.
To end my notes for the Priest changes, I want to step away from balancing and talk about how it actually plays. Even if the class is considered balanced by the devs, it just isn’t fun. I enjoy the class a lot on prod currently and while I understand the need for a nerf, it shouldn’t be gutted for the sake of balance. Finding a middle ground for it being fun and balanced is easier said than done, but these changes push that idea way too far to one extreme.
I really like the changes to tiered seals, helms and orbs. I think this streamlines all of them fairly well and makes progression more consistent. Aside from the cooldown, I think the changes to tiered tomes aren’t bad. I only have a slight issue with T5 and T6 tomes costing the same amount of MP, but other than that, I think lowering the cooldown slightly would balance the Tomes a lot better. As for the other item changes, I’m very happy to see QoT, Oreo and Conflict getting some much deserved attention. I think the changes given to them are very nice and hopefully it will bring the items into a bit more relevance
I am a very big fan of the Exaltation concept. One thing about it I think needs adjusting is the amount of completions needed. I don’t think they should be the same for every dungeon. A Nest or even a Void don’t require nearly as much time or setup as a an Oryx’s Sanctuary run require. Going off of that, the current situation regarding runes makes that goal seem even more implausible to achieve just because the rune supply feels like its dwindling more with each day. I think the basics for the system is very well thought out and I’m excited to see more of it.
I think aside from the numbers needing some fine tuning just to make the grind seem at least possible over a fair time span, the system looks amazing and I can’t wait for it to come out when I have more time to play the game.
Overall I am really happy with a lot of the changes released onto testing but I do hope some of the feedback provided across the thread is considered. Thank you to the staff team at Deca for working hard on these changes, they really are great.
- The negative effects from certain consumables are not applied. The most prominent examples are the tinctures of strength and courage; the stat they reduce is not affected in any way, whereas the stat they increase is changed as normal. Another instance I can’t test because I don’t have the item is the Seal of the Enchanted Forest. I am unsure if this will produce a similar effect to the tinctures, but it is worth mentioning nontheless.
This is a gif showing the bug with the Tincture of Fear: https://gfycat.com/femalechubbyblackbear
This is a gif showing the bug with the Tincture of Courage: https://gfycat.com/diligentmealykitten
- “Phantom damage” in my opinion is a much more worrisome bug. Essentially, the damage numbers from a shot don’t appear above your head but you still take the damage from a shot. The reason I find this much more worrisome is because when thinking realistically about this, should someone get this bug in a fight like Chancellor Dammah, they would get flustered, make more mistakes and either die or nexus. This bug actually exists on production already, but on testing it seems to be occurring a lot more. The only reliable way I found of reproducing it was just skimming the hitbox of a shot, but it seems to occur in any instance.
This is one gif of the bug, I’ll edit my post if I get more later: https://gfycat.com/piercingsilentkillerwhale
3, The Scholar Seal bug: this one isn’t too complex. Continued spam of the seal just results in the base amount of stats added to be continuously added. For example, if upon entering an instance, scholar seal will grant +50 wis. If spammed nonstop, it will just continue to give +50 WIS for each subsequent use.
Thanks so much to those who actually read through this text wall and I hope my feedback was at least meaningful.