Nerf samurai more omg (irony) 1.question
Delfofthebla are you buffing only your class and nerfing your counter classes like sammy?
- Samurai
- Moved a few skills around to make leveling / fighting at low levels a smoother experience.
- MortalWound tickrate reduced to 5 seconds (from 7).
- MortalWound duration reduced to 15 seconds (from 21).
- MortalWound damage per tick decreased to 25 (from 33).
(Overall damage reduced from Weapon Damage + 99 to Weapon Damage + 51. DoT ticks slightly faster, but lasts for a shorter time.)
- Disgrace tickrate reduced to 5 seconds (from 7).
- Disgrace duration reduced to 15 seconds (from 21).
(Overall damage reduced from 198 to 156. DoT ticks slightly faster, but lasts for a shorter time.)
- Fearless no longer increases damage outgoing damage from abilities.
- Fearless incoming damage multiplier reduced to 115% (from 120).
- Fearless outgoing damage multiplier reduced to 125% (from 130).
- Impermanence stamina cost reduced to 6 (from 10).
- AsuraSlash stamina cost increased to 8 (from 6).
- Cleave stamina cost increased to 10 (from 8).
You seem to love trolling me whenever you get the chance c4. :/ To answer your question, no, I am not doing that. To address your post more directly:
Samurai was
far too bursty of a class previously. Ever since the armor penetration bug, Warrior abilities have been out of control. With the addition of AsuraSlash to the Samurai's repetoir of skills, this changed the class completely. It was too powerful against pretty much all classes, and yet it was a shadow of it's former self. This, combined with other classes getting buffs in the same patch, Samurai got outshined.
Even still, the biggest issue was that Samurai's simply did not enjoy the new playstyle.
As seen in these threads:
http://www.herocraftonline.com/main/threads/samurai.39066/
http://www.herocraftonline.com/main/threads/current-samurai-problems.38167/
People were not enjoying Samurai. In order to make Samurai go back to the old roots, it was necessary we increased the tick-rate of their DoT abilities. However,
Kainzo was against this. In order to assure him that this change was for the better, they needed to lose more power. Their abilities needed to do less damage, and they needed to last longer.
While the Samurai did get "nerfed" this patch--he plays how he used to. Not to mention he's still a massive powerhouse that I would want in any team comp. I would easily take a Samurai over a Ninja or Runeblade--the class is just that good.
But you can think whatever you want c4. I stand by my decisions.
The last part, "Spammable 1 warmup heal" thingy, Sure does sound like a strain on mana,
You can word anything to sound strong, but you ignore how many times they can cast the given spell, w/o going oom. Just try what you said and try to spam heals.
I'm sorry if my post gave you the impression that I was simply trying to make the class sound strong--I know how posts like that can be a tad frustrating.
But I assure you, I have played the class--I am aware of how much it drains your mana. It all depends on how many spells your casting and how often you're doing so. If you aren't spamming ire/entangle/bolt, you can still heal for a
very long time. Use your offensive spells more sparringly and you won't run into as many mana issues.
I'm not saying that Mystic is -perfect- in it's current state, and I'm not saying it won't receive changes in the future, but I do think that the situation is not nearly as bad as everyone thinks it is.
Even though it was a small one, was the Runeblade nerf really needed?
To be honest, the cooldown has just gone back to what it originally was. That was a change that got left-over from when I was playing around with the ability and trying to change its' role. That change never made it to live, but the cooldown change did. I didn't mean for that to happen.
But yeah, I'm not really quite happy with the Runeblade situation either, but I don't have the time to fine-tune it.
However, it's important to note that Runeblade got a very subtle buff this patch.
Global cooldown for all abilities was 0.5 seconds.
Runeblade rune application cooldown was 1 second.
When I originally designed Runeblade, I set his Rune cooldown to match what I believed to be the global cooldown at the time. I was not aware that I was wrong until last patch.
With this patch, Global cooldown was increased to 1 second.
Runeblade Rune application is still 1 second.
It may not seem like a big deal at first, but I think you'd be surprised...