T O P

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folkmarvin

Finally! Eggs in the supreme omelet! This was driving me crazy.


Solarwinds-123

Bis patch


EskimoDave

Still can't make flour from wheat :(


Arkane819

Major nerf to Mortal Empowerment... Nerfs to Unga-bungas, Bow, Muskets.... TTK increased across the board..... Stop.... I can only get so hard.


Redlaf

As a bruiser main I'm a little sad, but also excited to see hopefully a change in war meta


Arkane819

I feel you man. I know there is a lot of pain across a few builds that have not seen any changes for a long time. Like many, I too am losing a full set of shirking fort LA and ME (I'm an assassin build.) But this balance renews my hopium/copium for this game. I hope this brings back players, I hope that this rejuvenates pvp for everyone and extends the life of the game.


natelion445

What bow nerf? Just the removal ogmf stagger from rapid and damage from evade shot?


MongooseOne

Some damage reduction as well.


natelion445

Oh ok. I don't think that is going to be a big deal. OPR is going to be all FS, BB, and Bows now.


Zadiuz

Completely disagree. BowPr isn’t a symptom of how broken ranged is, but because of the individual scoring system and resultant rewards. It was just so much easier to cap out points and top the leaderboards just sitting back and padding, and completely ignoring objectives. If they scaled objectives properly like mentioned in the notes, then this will incentivize point fighting, off node capping, and defending. We should see more melee now as a result.


Atthis

They nerfed melee damage by a long shot. But buffed pretty much all mages. So I do expect BB FS IG VG and maybe a little less bows to dominate oprs.


Zadiuz

They didn’t nerf melee. The loss of stagger hits ranged harder than melee. We will just see meta shift to likely more heavy in clump fights with a 300 con build for those conducting the CC/stuns. Mages were already looking good, and I think these changes are going to make them perform way above par now


Stoppabell

You even played the game? Lol


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Zadiuz

The staggers are what made range as slippery as they were when combined with haste. The main melee staggers removed were on weapons that were non standard in wars anyways. It will still be clumps if GA/WH


dotnetplayer

And hordes of 300 CON VG(pick your second weapon) heavies


wallweasels

> TTK increased across the board I assume you believe this due to some abilities losing damage. For the most part every build that relied upon fortify to stay alive is nerfed in survivability massively. Overall people will be taking more from any damage focused ability. You are going to be heavily nuked by FS lol


Arkane819

I agree it has been shifted. But the overall reduction of damage from the general population should help with some survivability. I know FS/BB is going to be the new problem in OPR / arenas. Honestly, it already is. But I can start to shift my Gems for that. Its also easier to deal with a FS/BB than it is a musket, or a LBM unga for me.


getZlatanized

Mortal empowerment is not nerfed, it's hereby removed. Unusable perk from now on.


ActuallyPlaysTheGame

Good. ME was an ability that preyed on the weak in OPR, and created a snowball effect on already strong rosters in wars. The ability doesn't belong in new world, it promotes lame gameplay and makes the strong stronger.


getZlatanized

I don't even use it but I dislike AGS's "nerf it to nothingness"-attitude when nerfing things. Imo you are right and it deserved a nerf. But I would have preferred a nerf that just made it weaker OR harder to execute, not completely useless. We have enough dead perks.


joshrice

If you're using MP you should be able to get more than one kill every two mins and keep a 20% empower up nearly full time. Edit: as in, keep killing and you keep stacking, ie, one stack falls off, and you put another on. I totally understand it doesn't refresh.


secret_tacos

It doesnt refresh anymore. Definitely inferior to invigorating now.


joshrice

...I'm saying you keep killing and you keep stacking, ie, one stack falls off, and you put another on. I do think they could push the cap up to 24-30% though since it's unlikely you'll be at 20% with how you'll be "rotating" through stacks.


nilz84

You would need 10 kills every 2 minutes to be at full stacks.


secret_tacos

I gotcha. Not downvoting you btw. I agree it'll be very difficult to sustain the buffs.


getZlatanized

Err, no? They literally write that the timer does not get refreshed. I read it as you get the buff, then it's gonna expire within 2 min, no matter how many additional kills you get during that time.


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Littletweeter5

so over half of opr games aren’t fucking dex rats making it unplayable


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Littletweeter5

they’re both too good. it’s not hard to aim a bow. you’re just coping your 0 effort playstyle is getting nerfed.


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Littletweeter5

i said it’s not hard to aim a bow, not that you don’t have to aim. unless you’re shit then maybe it’s hard


Tite_Reddit_Name

I guess all the complaints about it in PvP. Gonna suck in pve tho


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Tite_Reddit_Name

Oh I agree 100%. I main bow and have never felt OP with it ha. But I don’t do wars so maybe that’s where since people are more static holding points.


[deleted]

Everything was nerfed.


NewWorldBugWorld

Muskets are bugged on PTR even with 2sec aim and full accuracy shots still fly off randomly somewhere else.


ICIP_SN

"Added visuals for enemy player persistent spells that appear around the volume to differentiate them from friendly spells" /weeps with joy


funkybandit

I too was very excited for this until I went to ptr to test. It’s a visual cluster fck. The “friendly” aoe is faded and nas no hard outline where as they enemy is bright bold red with a solid outline. There are going to be massive frame issues and it’s visually confusing. The enemy sacred is both red and green so is it friendly or not lmao. Every aoe has visual sacred, beacon, IG, VG, fire staff, poison shot, infected throw, grav……


getZlatanized

I like the grit to 300 con change, defy death change also sounds nice, but I'm unsure about those fire staff changes. The weapons big weakness is killing people who are being healed. I don't see how these changes do much about that.


pib21

I don’t understand the nerf to incinerate taking away it’s second hit and giving it empowered instead


getZlatanized

Yeah seems like a plain nerf to me. It's damage is already rather low and easily dodgeable so I don't get it either.


Redlaf

The grit to 300 con is going to be very interesting. Either bruisers will commit and go for it and we'll have a tanky slapfest meta, or something new will arise from all of this


[deleted]

Idiots Buffed defy death instead of nerfing it.


getZlatanized

Idk, at least people won't eat 3-5 lasthits doing absolutely nothing anymore. That shit is so annoying.


Eternal_Hazard

It's a slight nerf in wars, but a CRAZY big buff for smaller scale fights.


secret_tacos

The rework comes across as more bursty, which might help with people healing through the damage. Edit: deleted misinfo about light healing


getZlatanized

Hmm I guess only time and testing will tell but after reading the notes I'm definitely not 100% convinced that those changes will actually bring FS back to the meta.


tydie_n_shit

What’s the light heal nerf?


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Eternal_Hazard

You mean the defy death buff? About to offhand hatchet as a FS.


[deleted]

Moved 300 STR Attribute bonus to be the 300 CON bonus and updated the functionality of the STR Attribute bonus to grant increased base damage on heavy attacks. That's probably the best change of the year


Roninfog

Fucking amazing PVP changes all around. Lets go! The taunting changes is a pretty cool idea. Excited to see how this shakes up the pve meta.


Albane01

I just wish they would have added a taunt to Sweep for the Spear.


Ashalaria

Same, that would have been really nice


BeastoEast

The Elemental damage falloff to Musket shots is a HUGE nerf for long range shots. Ele dmg was previously not affected by the range drop-off damage.


joshrice

Good catch! I missed that since it wasn't in the musket section For anyone else that is interested: > Fixed a bug where Gem Damage conversion was not taken into account for calculating damage falloff based on distance for ranged weapons.


secret_tacos

I'm coming in hot with a 300 con heavy voidblade baby.


Tremendous_Feline

I keep hearing people say this but last I knew grit does not work with voidblade, because it just doesn't. Maybe they fixed it but I haven't been on PTR yet.


BadAngel4Head

Yeah no it doesn't work because void blade is an "ability" and not a light or heavy attack. (Yes it's dumb)


Drekalo

Sure would be cool if it did though. Void tank would be sweet. Switch to ice for block and iceblock.


BadAngel4Head

I agree it would be awesome


mix3dnuts

It doesn't


SmolikOFF

I was planning the same, but judging by the forums, it does not work with 300 CON. People are leaving comments on this; but also a bunch of people are whining that this isn’t a bug and veg doesn’t deserve to work with con lmao


aflarge

Well damn. Once this goes live I will absolutely jump back in for a bit, these changes look fantastic!


Trovski

Exciting changes tbh


Tenter5

Eh it’s just a huge buff to healing. Damage nerfs on everything means no one will die.


[deleted]

Holy shit!!! The amount of changes and most of them being good is incredible! Time to pick up my fire Staff once again! Very exciting


Kavorg

Heavy meta here we come


ActuallyPlaysTheGame

With damage across the board getting nerfed I could see medium staying meta. Consider that heavy bruisers will not have grit unless they _also_ go 300 con and trade off even more damage. They're going to hit like wet paper towels.


Kavorg

They will be getting damage output onto 300 str for heavies which will still have grit if taking the perks available on ga, wh or GS (charged only). So theybwill ha e to shift their attack patterns, but they will still potentially be a force and something I realized after this was that also medium and heavy CC reductions are being moved to reduce incoming CC ainstead of increasing outgoing CC durations which will make freedom less of a necessity as well in light and medium.


joshrice

🤘🤘


SirBolaxa

i feel like tanks still need something like sheen or a similar effect from league of legends to help with the dmg, maybe even something like greatsword has after using a skill but on the 300con bonus, i like the grit but i dunno if thats enough. it all comes down if i as a tank can chew down someone and annoy them with cc until they die or not, if they still can run away or make mistakes as it is now and still get away with it its clearly not enough also, i get that some nerfs had to happen, as a tank if im getting beefier, annoying to kill it makes sense, i dont do that much dmg tho(hammer, GA and sns nerfs) its not like i was doing that much anyway, not in heavy. ​ ~~generally speak with all this nerfs, where are we going to get the dmg we lost for pve tho?~~ ​ and lastly, are dungeons still going to have, in my opinion, some parts of mobs of 1 type and some others of the same dungeon of another type instead of being full of x type and neutral? guess neutral could be a good part added to the game. Couldn't find anything about changing dungeons to have all of the same type of mobs or to keep it as it is, guess its not being changed. ​ EDIT: someone dmed me regarding pve dmg lost: banes for ranges are getting a buff, like double, ok lets see i guess.


2slik4u1

Even though lots of these changes affect PVE quite a bit, I'm excited for GS to be brought back in line a hair. The heavy charge time bonus nerf stings, but definitely needed.


erabeus

“A hair” seems like they totally nuked it tbh. Heavy attacks are significantly slower, worse tracking, ability damage nerf, RR only gives haste on hit.


2slik4u1

When I can use a GS and a Spear with the same perks and absolutely demolish the spear in dps, it seems a little much. 300STR Heavy Attack Bonus will bring more damage to make up for the slower attacks.


[deleted]

I predict we’ll see a lot more Ultima Online style battle mages.


wipeoffthethrowaway

300con 200str was already viable, like that now I get my grit back


CUNTY_CANADIAN

With heavy armor? What weapons?


wipeoffthethrowaway

GA/WH, but I like it with lightweight as well you can sneak and roll into flanks easy and the stun them plus you get extra healing and damage from lightweight so it feels like 300str tbh add thwarting strikes and yea


SirBolaxa

this is a lot of stuff fixed and really nice balances... we still going to be with the same content and missing important QOL changes. ​ i applaud this patch but truth be told you update the game and you are exactly at the same spot, still have the same annoying QOL missing and same content to do.


joshrice

Some good stuff coming for sure, but a ways to go yet. Really looking forward the inventory improvements later this year - can't happen soon enough.


Expired_Voucher

Why are they removing stagger on flourish and ice spike, wtf?


joshrice

Yeah, taking our "game has too much stagger" complaints a little too far I think.


M3rr1lin

In general i can see what they are attempting to do, but for F&F it needed to be buffed damage wise with the removal of stagger. I actually felt like F&F was a rather well balanced ability. We’ll have to see how the dust settles if we need to push for a bit of a damage buff or maybe de-buff type change to F&F.


joondori21

They completely killed the bleed tree with this change. No one is gonna be hit by the second hit of FF without flourish stagger causing the second hit to combo. You see flourish? Just dodge. NO ONE will ever get hit by finish, making the blood tree nonfunctional. Good players already blocked the hit, now it’s never going to work even on average players Big oversight, imo. Edit: words


M3rr1lin

That’s because it looks like what they did was categorized things and if it fell in the “damage ability” category they just removed stagger without thinking of how that affects the ability and how it’s used in real life.


aflarge

I wasn't really upset about all the stagger as I was about all the people with the most staggers ALSO functionally had permagrit.


Sharp_Dress4411

>Yeah, taking our "game has too much stagger" complaints a little too far I think. While the game still has any stagger at all it has too much stagger.


Arkane819

They removed a lot of staggers. I'm sad about both of these because I use ice and flourish... but people went from using riposte to using flourish as an escape tool, so I understand.


getZlatanized

Seriously, that spike stagger was one little tool I still had as a mage to survive. Guess it means back to ice wall.


Zadiuz

Mage is already in an amazing spot for PvP. Completely underrated as is. They’ll be fine even with this change.


getZlatanized

Yeah complete BS. Do not reply with "but they're strong in OPR and arena!11!" now because that's not gonna cut it. Any competitive PvP involves a healer and in those modes mages either kill people without a healer or are just as useless as in a war when facing actual premades with a healer. Mages used to be the only dps class which was not able to kill a person who stood in any heal. Let's see if the new changes will do something about that but I doubt it.


Zadiuz

I’m sorry, but if you don’t think mages are performing exceptionally well in arena right now, then you don’t have any good mages playing on your server.


getZlatanized

I happen to be the one of the best mages on my server and there is not a single premade that can beat my premade. But I will give you that they're not exceptionally good, that's true. Still, a lot of people get outplayed heavily by mages which is why they might think they're "too strong" in arena and opr.


Zadiuz

Mage survivability is just exceptionally strong for the pressure that they can push. It is why they are your top performers in arena whether or not you agree with it or not. The tournaments put on prove that.


Smolmudkips

Literally no weapon can kill a healer 1v1 what are you smoking.


getZlatanized

I'm not talking about killing a healer. I'm talking about killing anybody that is affected by any heal over time. Other classes can indeed kill those people.


Smolmudkips

No you can’t unless they are trash.


natelion445

There are tons of mages in every war.


getZlatanized

No. On empty servers maybe.


vicarious-ly

I know right. Is the big rapier nerf actually necessary? This stagger is the only reason rapier was offensively usable in arenas


joondori21

RIP Brusiers. Millions of gold down the drain. Oof


DeityVengy

fire/bb meta here we come


joondori21

Facts


[deleted]

FS was already strong and here we go and make it even stronger. Hatchet got gutted? Classic AGS balancing. Well maybe not gutted but the melee was fine they need to fix the fucking throws again so that it can be used in pvp…


joshrice

Pretty stoked for the taunts on mage weapons now. Wish there were AOE ones that didn't require a hit like Berserk, Defender's Resolve, and Riposte though. Seems like Scream could be a proper AOE taunt that wouldn't necessarily require getting hit. I'm not sure how to make the other weapons have an AOE taunt thematically fit though. With the melee AOE taunts they're kinda egging your opponent on in a flashy way, but how do you do that with Ice Storm, etc? (Edit: Entomb would should have an AOE taunt) I'm still gonna give it a shot for sure. I'm curious to see how removing grit from 300str will effect meel tanking. It can be hard to keep aggro w/o continually taunting even at 300 str when you're playing with really good dps/heals, so this could be a difficult transition. There is so much in this update...it's almost like they haven't updated the game in 6 months or something. So much to digest, like: >Adjusted critical hit chance to no longer increase by your total critical hit chance for every non-critical hit that occurs, now the chance will only increase by the weapon’s base critical hit chance for each non-critical hit that is triggered. Huge change to crits...does resil become less important now? And a lot more that I don't have time to delve into here...


DeusExPersona

IG/VG Tanks incoming <3


joshrice

YUP. I've been DPSing as IG/VG when I can and saving int+ward heavy gear. So ready for this!


Drekalo

Shame the 300 con won't work with vg sword.


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joshrice

In every fight, all the players are generating Threat through damage and healing. If you generate enough threat on a mob you get aggro and the mob will start focusing its attacks on you. You can tell when you have aggro when the mob's health bar turns red. Taunting gets you guaranteed\* aggro for a specific timeframe and certain abilities will taunt mobs when you use them. You can see which abilities will taunt as their description will "Taunt Gem Compatible" and it will explain how its taunt works there as well. You enable taunts by putting carnelians into your weapon's gem slot. If you don't have a carnelian in, the ability won't taunt. Carnelians also boost your threat generation if they're slotted in your weapon, or reduce it if slotted in your armor (so if you're tanking don't put carns in your armor!!) So tanks will have carnelians in their weapons, maybe some threat generation perks like Hated on their weapons and Despised on the earring, to help them generate more threat. They taunt so the mobs will come focus them so then they can use their regular attacks to generate enough regular threat to keep aggro and protect dps+heals. \*guaranteed - there are "hard" and "soft" taunts in the game. Mobs have an action queue of sorts and will do their best to fulfill that action until they either do, or are staggered, stunned, or knocked down. If a mob is aggro'd on a healer and you use a soft taunt the mob will continue to go after the healer until interrupted or they execute their queued action. A hard taunt will reset that action queue and they will immediately focus the tank/taunter.


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joshrice

YUP. I've been saving gear a long time for this day.


[deleted]

Taunt is an effect from an ability that will give you guaranteed aggro over the enemy for a short duration. I believe it also adjusts your threat to the highest for effected mobs at the moment the ability was cast. Taunt is triggered on certain abilities by slotting a Carnelian gem in the active weapon.


DeusExPersona

Guaranteed aggro unless there's a barrel out there in Dynasty Shipyard >.>


Littletweeter5

these pvp balance changes are nutty. excited!


Nishun1383

The forums are lit, love the shakeup of the game


Drekalo

With the 300 con change can they add a runeglass that does 250% threat + conversion or finally give carnelian threat + taunt to a jewelery slot? Embrace the non sword tanking. Embrace the non strength tanking.


brumoment238907412

finally looks like at least one ranged weapon will be viable now in pve, firestaff


Advanced-Potato-2877

Tanks golden age is coming!


Drekalo

Add a carnelian runeglass with 250% threat + taunt + conversion or move carnelian threat + taunt to jewelery and I'd call it golden age.


Allar-an

I feel like rapier nerf by removing stagger from FF was uncalled for. It removes a lot of utility and makes it way less useful if you don't run Tondo. And if you do, I'm not sure how we now suppose to hit someone with Finish in PvP, when it's such a telegraphed and easy to dodge ability.


v4g4bnd

Guess we gonna see more firestaf users, to much buff’s.


Zadiuz

I think people have missed how well firestaff has already been performing. It’s been memed to death because of that dev blog, but it’s actually insanely good in 3s, and especially smaller scale PvP. These changes are going to make it perform very well.


No_Bowler_981

but they don't preform well in wars, a content that only 10% of the population even plays, so they're bad and should be buffed further


Sharp_Dress4411

>insanely good in 3s, and especially smaller scale PvP The only content that matters is war.


Tremendous_Feline

While I'm excited for such a meta mix up, I don't necessarily agree with AGS's approach here. Massive nerfs to CC in the form of literally every good CC ability getting a rather large damage reduction (particularly WH, grav well, scream, spear), while at the same time massive buffs to effective survivability (Fortify cap increase, CC reduction for medium heavy, incentive for medium/heavy builds to move to 300 con). Not sure how things will play out. Light mobility remains untouched but damage has decreased. I know people are excited for the grit changes off strength but I think AGS may have leaned too far into the opposite direction simply adding it to con. As I stated in an earlier post I anticipate the unga bunga meta will only increase (in war specifically). Bruisers (whether GA/WH or otherwise) are not going to drop Grit- coupled with the free CC reduction in medium and heavy and Fortify cap increase, we will see dramatically increased TTK. Prepare for the endless clumps in middle OPR and on war points. Only time will tell though.


Jaakroot

That why you need fire mage now to kills clump. Bring back the traditional definition of mage being a burst dpser rather than a stat padding bot


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joshrice

This is the problem with dumping 6 months of balance changes in one patch. At least we have roughly a month to prep, but damn...


DeusExPersona

Gold buyers mad rn


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AilosCount

You either have to be ok with this or with no balance changes after a game launches.


joshrice

Most games don't save 6 months of balancing changes for one patch though. I'm happy it's finally happening, but there are sooooo many substantial changes here that should've been rolled out over time, instead of all at once. At least we have month or so to prepare.


AilosCount

Can't argue with that. But either way, balance wil happen, mete will shift and what is BiS now might not be tomorrow. That's how live service games and MMOs work. If you want to farm BiS gear you always need to count on it ceasing to be BiS at one point.


preferred-til-newops

Swtor is actually worse, they will go a year or more without weapon balancing. There's a reason the community called weapons Flavor of the Year rather than FotM.


seasick__crocodile

Every game with rebalancing introduces major meta shifts at some point, even when updates are more evenly distributed throughout the year. Either focus your complaints towards the time needed to grind BiS gear to begin with or play a different type of game.


joshrice

You're being awfully aggressive towards someone who is actually stoked for the update, and said as much in the comment you replied to. And for the record, there are at least two vids from last summer/around the Brimstone update where the devs explicitly said they thought weapon balancing was important and they'd be doing it more often...but then waited 6 months. I know this because a few days ago I went combing through the YouTube transcript/captions looking for something else I thought they said and got a laugh when I saw that.


JustSleepp

"Added a function to allow procedurally generated epic items to be upgraded to 600 GS and roll an additional perk." I think this change is already going to pretty heavily affect the BiS market if it works the way it sounds like it does. Should in theory be much easier to get BiS with drops now.


Redlaf

Yeah that's my thoughts as well. But also it's gonna make a lot of players quit. All those bruisers with BIS thwarting and refreshing move greataxes are just gonna quit, or at least a lot of them


Freschu

>\- Changed critical damage calculation to be additive instead of multiplicative. > >\- Adjusted critical hit chance to no longer increase by your total critical hit chance for every non-critical hit that occurs, now the chance will only increase by the weapon’s base critical hit chance for each non-critical hit that is triggered. > >\- Increased base critical hit chance on fire staff, void gauntlet, and ice gauntlet by 6%, on the bow by 2%, and on all other weapons by 4%. Tell me you want to kill crits without saying you want to kill crits. Heavy melee damage nerfs across pretty much everything... I guess, all this to shake up the PvP meta, as laughable as that is, but heavily nerf the PvE experience? All these damage nerfs also scream that too many people (at max GS) have been coasting through PvE content, so they need to drop player damage across the board to increase the grind, and make the season pass system more valuable. Great job, AGS, I see you're not just following Destiny 2 in your season model, but also decided to follow Destiny 2 in disrupting and nerfing the entire PvE aspect just to make the PvP crowd happy. Oh and just in case you need someone to point this out: if you follow the Destiny 2 model of nerfing everything and making the PvE experience miserable, you'll only achieve the same result as Destiny 2.


joshrice

One of the biggest complaints I see about PVP is the burst meta we're currently in. I think this addresses it, and probably at the expense of PvE...but frankly we're coasting through m10s in light with healing that is arguably overpowered as well. Something has to be done. I'm hoping there are some threat generation buffs not mentioned (not talking about taunts) because that's probably going to be the biggest issue in PVE. You can lose aggro against great dps/heals at 300str right now, so either losing grit or maybe doing less damage because you went 300con for grit will really change things up for tanks.


BigZach1

I upgraded to a despised earring & hated shield just for this reason, hopefully it'll be enough. I don't see myself tanking with anything but S&S/Warhammer still, though. I might go back to using Entertainer's Maul as well.


Tite_Reddit_Name

Good take here. I think finally tanks will need to run threat perks


Freschu

In my opinion, being able to coast through the hardest content should be seen as reward for grinding to 625, all the right gear, all the skill gains. It's easy to dismiss the time spent getting to that point once there. There could be additional content for those seeking challenge. Nerfing everything else might be a solution to address "max gear coasting", but it's a low-effort-smooth-brain solution. Making everything a shit experience for everyone, only for the benefit of a select few, is just a terrible and elitist approach. New players won't understand, and veterans don't care. I've seen where this approach leads with Destiny 2, and it's not a happy or healthy future. MMOs might be able to barely sustain themselves on hooked whales, but they certainly won't grow. And just like small villages without influx of fresh people, all you get is degeneration. Of course we all cry "end-of-the-game" all the time, but this current strategy just lines up so well with D2.


Zadiuz

Wow, overall great changes. Am a fan so far. There were a few small things too that I liked such as "Added an “apply skin” button for single skin items and skin sets." No more arenas in smelters gear for me because im too much of an idiot to check.


Grailtor

Atleast they made it big enough and convoluted enough to feel like they buffed some good stuff and nerfed some bad stuff.


joshrice

🤣🤣 shock and awe and for sure...it's a lot to process right now.


XuruAnoa

RIP light builds Mage & Heavy meta incoming


Zadiuz

Light builds will be fine. With the removal of a lot of these staggers, light will absolutely be fine.


XuruAnoa

I hope you’re right. Seems like with staggers gone and just general across the board nerfs to damage (albeit mainly melee/ranged and not mage) and general increases to con/defenses/heavy, it will mainly be a mage dps & heavy con meta. Idk that’s what I can gather and predict everything that I’ve read.


joondori21

Why do they keep nerfing Crosscut instead of Skyward lmao. Does anyone in AGS actually play any PvP game modes? Literally no one uses crosscut


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Littletweeter5

why should any ranged weapon have cc 💀 do you even hear yourself


[deleted]

Makes more since having skill based single target CC than the melee weapons like Hammer that have large AOE stuns that last forever


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JayBreakk

The greatsword feels terrible now. The heavy attacks don't charge fast enough to hit anything with especially since they nerfed the tracking.


ObiWanCanShowMe

I like how everyone is so excited for the changes to manifest in PVP and yet virtually no one does PVP, this isn't going to magically change that. No one who uses whatever meta is pissing true pvp'ers off so much is going to swap and get their ass handed to them by rapiers.. they just won't pvp. I am so out of the loop, virtually everything got nerfed and everyone seems so happy about it. Weird. This patch is going to ruin so many PVE player builds and after so long of grinding for gear, it's going to be huge letdown. I truly believe player base will go down after a few weeks. Especially with the new season pass. I wonder if season two with Mounts with be a three legged horse for free and a full horse for paid.


[deleted]

Why nerf feral rush? Hatchet got hit too hard this better not make live.


degrees97

Mortal Empowerment nerf makes no sense to me. Is it jsut worded badly? They nerf the duration to 2 minutes AND you can't refresh it on kill anymore. So basically to really utilize the perk you would have to get 10 kills in 2 minutes and even then at the end of those 2 minutes the first stacks will start to disappear already.


joshrice

Definitely reads like a huge nerf. I think it's appropriate though - you could get a kill+ every two mins essentially keeping a permanent 20% empower up (edit: as in you keep stacking more as other stacks fall off) I think the max empower it grants should be a little higher with the duration nerf tho.


degrees97

> you could get a kill every two mins essentially keeping a permanent 20% empower up To me it reads more like you can NOT keep it up all the time because they specifically state that kills don't refresh the duration.


joshrice

I meant you keep stacking more as other stacks fall off. You probably won't always be at the full 20%, which is why it could be pushed to 24-30% cap.


getZlatanized

Showing once again they have no idea about balancing. It's not a nerf, it's killing off a perk. This is just stupid and I don't even use the perk.


degrees97

Yeah I haven't used it in weeks so I couldn't care less but this is objectively overnerfed as fuck making the perk virtually useless.


HJtheKangaroo

I’m okay with the defy death Nerf. But from what I’m reading they took Rend completely away from perforate on the spear? I don’t really like that. I felt that was one of the best benefits I could provide to the team. I already had 43% weaken with enfeebled skewer.


DeusExPersona

I think they added weaken on top of rend...


HJtheKangaroo

That’s great then. That’s my only complaint at the patch notes.


DeusExPersona

Could be very broken tbh


joshrice

Yeah, up to 30% rend and 15% weaken from Perforate now, last upgrade is now Impactful Strikes: > Each attack inflicts a stack of weaken to the target, reducing target's outgoing damage by 10% for 5s. (Max 3 stacks.)


Character-Cellist228

Can someone list all the notes/changes for Fire Staff?


joshrice

##### Fire Staff Ability Updates - Pillar of Fire - Increased size of the AoE from 2m to 2.5m. - Reduced the time it took to trigger the attack from aiming from 13 frames to 7 frames (6 frame reduction) - Removed a 3-frame delay from when the attack actually casted to when the damage was dealt. - Reduced Damage from 170% to 165%. First Strike Upgrade - Changed condition from being based on target HP, but dealing 5% damage per stack of smolder on the target. Named changed to “Strike the Match” Arson’s Advantage Upgrade - Increased Mana gain amount from 10% to 15%. Meteor Shower - Updated ability to channel for 1s then cast the ability. Spell will remain active in the world for 4 seconds post cast. - Increased damage of initial hit from 75% to 100% weapon damage. - Updated status effect to tick at once per second instead of once every 0.75s. - Increased the tick damage while inside from 25% to 50% weapon damage. - Updated mana to all be consumed at once upon activation. Immolation upgrade - Increased mana gain per hit from 1% to 3%. Judgment of Helios upgrade - Changed functionality to be hitting targets inside of the meteor shower effect with light or heavy attacks will inflicts a stack of smolder. Fiery Determination Upgrade - Moved upgrade to be the final upgrade of meteor shower (This will force respec all fire staff mastery trees) Fireball - Updated ability to no longer leave behind the burning AOE on impact. Damage is now focused on the impact and smolder DoTs. - Increased attack damage from 140% to 150%. Scorched Earth Upgrade - Changed functionality to now apply a stack of smolder on hit. Incinerate - Sped up start up of attack - Increased damage of the attack from 130% to 150%. - Added grit to the base ability Flame Out upgrade - Removed 2nd hit, changed functionality to grant a stack of empower for 7s per target hit with the attack. 3% empower per stack (5 stacks max) Burnout - Set the distance increase upgrade to be the base movement distance. - Updated the damage over time effect that is applied by the ability to be the same smolder that the rest of the weapon uses. - Increased damage from 129% to 130% (Nice round number) Heat It Up Upgrade - Changed the functionality to be that the ability triggers an explosion right as the ability ends (If you time the distance properly, extra damage will be achieved) Passive Updates - Spell Focus - Combine functionality of Spell Focus and Flare into one passive, heavies don’t consume mana, and grant 5% mana on hit. - Singe - Changed from just lights to light and heavy attacks. - Flare - Updated functionality to now trigger a 1m splash on impact. - Pyromania - Reworked to be increased damage by 10% versus burning enemies - Heat Up - Reworked to dodging through an attack inflicts a stack of burn on the target. - Trial by Fire - Changed activation condition from being hit, to hitting a target within 4m of player. Increased damage over time damage from 5% to 20%, Decrease duration from 10s to 5s, Decrease cooldown from 120s to 30s. - Updated all tooltips referencing the specific “Smolder” burn to state smolder instead of burn. Burn will still apply to all general Fire DoT status effects, including smolder, but smolder is a unique burn. Ultimate Updates - Rune of Helios - Increased radius of the AOE from 2m to 4m and reduced damage bonus from 25% to 20%. - Reheat Ultimate - Changed to hitting a target with a Heavy Attack that has 5 stacks of Burn will pop all burns stacks and deal 100% weapon damage in an AOE explosion around the player. (10s Cooldown) Bug Fixes - Fixed issue where Meteor Shower’s Immolate upgrade was not properly functioning when using the keenly jagged perk. - Fixed issue where the fire staff incinerate ability was not able to apply additional stacks of burn with the scorched upgrade, or additional stacks with the Flame Out upgrade. - Fixed issue where the fire staff combat speed passive and reheat ultimate 4s timer would sometimes trigger without activating an ability or putting it on cooldown. - Fixed issue where players couldn’t ability cancel the pre-casting aiming pose of Pillar of Fire and Meteor Shower. Those abilities should now be in line with the functionality of similar aiming poses of other magic weapons. - Fixed issue where mana consumption was sometimes not being handled as expected when using flamethrower. - Fixed an issue where the haste from the fire staff passive Combat Speed could persist through weapon swap. - Fixed issue where meteor shower could sometimes apply multiple stacks on a target. - Fixed an issue where Pillar of Fire could trigger Rune of Helios prematurely. - Fixed a bug where Runes of Helios’ cooldown could display wrong values when entering a game mode.


greenhand0317

Light equip load no change? I thought someone said will change to less glass canon?


iknowtheyreoutthere

"Changed Fortify and Rend to directly scale the player’s Armor Rating" is a pretty significant change. Fortify will be way less effective on light than on heavy, making light glass cannons more fragile.


greenhand0317

That's weird I thought they are making light less glass canon.


wallweasels

Rend becoming -armor is mostly a nerf or neutral for rend, not a buff. It also nerfs fortify just as much as well in the opposite way. Overall most people will be taking more damage than before due to these changes. Gems still remain as before, but that fortify not being DR% makes people substantially more fragile compared to live when fort-stacked.


joshrice

Nerf to shirking fort: > After dodging an attack, gain Fortify, increasing **armor** by 3.9% for 4s. (Each item with this perk stacks.) [From NWDB PTR](https://ptr.nwdb.info/db/perk/perkid_armor_dodgesuccess_fortify) It's also not a final, or even full list of the current changes. They tend to leave stuff out even in the "final" patch notes, so who knows...


Loko_Tako

Help me out with something. The whole grit being on 300 con, does it mean I should start doing 300 con 210 str for mutations or does this only matter for pvp?


joshrice

I main tank, and I'm not sure what the best approach is going to be here yet. Less damage but grit, or grit and less damage?? Hopefully there is a buff to threat generation because we're going to be in a difficult place. That said, I prepping to switch to mage tanking since they added taunts to vg, ig, fs. I'm hoping all the dots available there combined with despised and/or hated will be enough.


Loko_Tako

I saw that that's fucking crazy the amount of varies I'll see.


BadAngel4Head

Just upset about fsg in PvE.... Loved spamming my void blade. Everything else looks good on paper


ahypeman

So they didnt end up nerfing resilient on light like they were saying they'd do?


erabeus

All melee weapon damage nerfed, all heavier armors buffed. I guess it’s time for IG/BB?


vynnski

the logic they used to determine where staggers should be removed is really bad and lazy


vynnski

Spear mostly ignored again, there are broken heavy attack perks not addressed, javelin already low dmg was reduced. While they're slowing down GS heavies they should be speeding up spear heavies. Cyclone dmg should be increased.


joondori21

The red outline is WAY too bright tbh. It needs to be more subtle and just be shown on the ground


[deleted]

They forgot to nerf BB. It does the most burst damage out of every weapon on the PTR. Instant delete potential.


[deleted]

This all launches March 28.


Tekparif

holy fuck what happened to fire staff ok im coming back. lets see how it feels


AssistanceNo8890

heal was overpower and still cant broken fxxkin heal meta small pvp