Daidraco
Avatar of War Slayer
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I've got a lot to say about the nerfs but I know it just wont go very far. Pointless for me to show my math work and babble on and on about how some nerfs seem insignificant, because the spell seems insignificant - but when you break the change down per mob.. the nerfs are actually MASSIVE in comparison to the prenerf. "Tweaking" numbers, or "tweaking" what level a spell is has huge effects in a game that has this much grinding. In the case in point, Spell Blades - one less proc per mob doesnt seem like a lot. Or nerfing the damage by 200-300 damage per proc. Until you add in the fact that chain pulling mobs that die in 30-45 seconds, over a typical grind session of 2 hours... Thats a whole lot of missing damage, bringing down that classes peak substantially.
So you start to ask what warranted the change.. Was it that they were typically just far too strong in general? Possible. Or was it the fact that they are tuning raid mobs and a group of spell blades could decimate it before the raid mob had the chance to really put up a fight/challenge? If that was the case, could something else have been thought of before going for the jugular of the class? Or Natureskin for Druids when it was 48 instead of 56. Moving Natureskin up 8 levels had a very minor impact at that level. But from 16 to 27, stoneskin's effectiveness was halved, if not worse (as it used to be steelskin at that lvl). Could something else have been done in that situation? Could they have kept the spell line at the levels they were at and just removed the regen component? Or how about just +2 thorns instead of regen? Or add another 5 AC and add the regen back and make diamondskin at 56 (iirc that might have been what was there prenerf)?
Lots of questions about how well thought out their nerfs are. Its their game, and completely their decision. But the nerfs for end game severely impacting the early game is just aggravating. You dont have the gear you want. Gear doesnt drop like "that" in this game, at that point. So yes, they are severe in their impact. Its one of the reasons (outside of my major reason, being population) that I just want to play the game later. I'm not like Heko - I'm not a fan of alts.
So you start to ask what warranted the change.. Was it that they were typically just far too strong in general? Possible. Or was it the fact that they are tuning raid mobs and a group of spell blades could decimate it before the raid mob had the chance to really put up a fight/challenge? If that was the case, could something else have been thought of before going for the jugular of the class? Or Natureskin for Druids when it was 48 instead of 56. Moving Natureskin up 8 levels had a very minor impact at that level. But from 16 to 27, stoneskin's effectiveness was halved, if not worse (as it used to be steelskin at that lvl). Could something else have been done in that situation? Could they have kept the spell line at the levels they were at and just removed the regen component? Or how about just +2 thorns instead of regen? Or add another 5 AC and add the regen back and make diamondskin at 56 (iirc that might have been what was there prenerf)?
Lots of questions about how well thought out their nerfs are. Its their game, and completely their decision. But the nerfs for end game severely impacting the early game is just aggravating. You dont have the gear you want. Gear doesnt drop like "that" in this game, at that point. So yes, they are severe in their impact. Its one of the reasons (outside of my major reason, being population) that I just want to play the game later. I'm not like Heko - I'm not a fan of alts.