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Video - Epic Templar sword and Nature's Avatar


Tinnis
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When a mommy nerf and a daddy nerf love one another very much, the mommy and the daddy lie down beside one another and make a baby nerf.

 

And this is how nerfs are born. 

 

edit: Lol, and nobody expects to be hit with that sword!

Edited by coolwaters
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I don't understand how a 75 percent boost in damage was a good idea at all lol.

I don't want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME against PLAYERS, where my actions, my decisions and my SKILL will determine if I win or lose. Allies. Enemies. Alliances. Betrayal. risk. Conquest. To compete with THOUSANDS of other players for a chance to claim the THRONE. Even if i lose, the experience won't feel hollow. I don't want another worthless trophy.

PLAY TO CRUSH

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I don't understand how a 75 percent boost in damage was a good idea at all lol.

 

Well the druid is effectively out of the fight entirely for as long as he is maintaining that buff. And also a pretty easy stationary target. The range on that is a bit silly though (probably bugged tbh). IMO it sounds better on paper than it plays in practice. 

 

 

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yea...the problem here is the divine light, not the avatar lol.

 

but i'm sure ACE will just nerf avatar instead anyway, they've nerfed everything else on the druid into the ground.

 

and yes it has limited valuable use and is the most boring thing to actually play with.

 

also importantly: its their only means of generating essence that isn't pointless healing!

 

i'm a buff bot yaaay.

Edited by Tinnis
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4k+ basic attacks and 19k divine light procs? Nothing to see here guys....

 

P.S. who thought a 75% damage buff was a good idea?  :rolleyes:

 

 

 

yea...the problem here is the divine light, not the avatar lol.

 

That's not entirely true. I've seen groups bring druids solely for nature's avatar, especially when myrmidon C was a total wrecking machine.  I've also seen it used with ranger LMB, and while that's an extremely niche use case, there are plenty of other practical use cases that ability can be utilized in. It's one of the abilities that has the potential to push other abilities way past the bounds of reasonable.

Edited by helix
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That's not entirely true. I've seen groups bring druids solely for nature's avatar, especially when myrmidon C was a total wrecking machine.  I've also seen it used with ranger LMB, and while that's an extremely niche use case, there are plenty of other practical use cases that ability can be utilized in. It's one of the abilities that has the potential to push other abilities way past the bounds of reasonable.

 

Heaven forbid a support has tactically viable utility power that isn't just whack a mole healing! [already with signfiant drawbacks on utility, mobility, time commitement and non healing building of essence]

 

The druid offers little practical or relevant direct damage potential. Their healing is also largely ineffective and challenging to say the least for the most part. All of which is shackled behind the essence mechanic.

 

Little practical CC on the side either. Their only other interesting utilty effects are Faerie Fire's armor break and total crit prevention and Leaching Seed's power cooldown increase. Barkskin is effectively now irrelevant as well for either the barrier or thorns.

 

In all cases you could argue why add 75% damage when you could instead add 100% damage by bringing instead another class that can actually do its own seperate damage and utilty effects.

Edited by Tinnis
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Heaven forbid a support has tactically viable utility power that isn't just whack a mole healing! [already with signfiant drawbacks on utility, mobility, time commitement and non healing building of essence]

 

The druid offers little practical or relevant direct damage potential. Their healing is also largely ineffective and challenging to say the least for the most part. All of which is shackled behind the essence mechanic.

 

Little practical CC on the side either. Their only other interesting utilty effects are Faerie Fire's armor break and total crit prevention and Leaching Seed's power cooldown increase. Barkskin is effectively now irrelevant as well for either the barrier or thorns.

 

In all cases you could argue why add 75% damage when you could instead add 100% damage by bringing instead another class that can actually do its own seperate damage and utilty effects.

 

The druid needs buffs across the board, but I doubt anyone can argue that a 75% damage buff that can break certain abilities in a game with huge scaling issues when it comes to damage is a good thing. I'm totally against the "we're taking this archetype because of 1 button" ideology that seems way too prevalent at this point in development.

 

I don't know what to tell you man, a 75% damage is no guano and it muddies the waters when it comes to anything resembling balance. The video, although the most EXTREME example, is proof enough. I mean TTK has already plummeted since the change to C abilities.

Edited by helix
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expected. I think removing (or decreasing x3-x5) damage from this aura will be ok.

instead of it, this aura should reduce speed and make unable to teleport/dash (just roll dodge)

and increase something (for example, incoming heals)

 

ofc those changes on divine should be after fix damage on abilities

Edited by makkon

crowfall pvp makkonMyrmidon statement: rangefall

Discord makkon#8550

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expected. I think removing (or decreasing x3-x5) damage from this aura will be ok.

instead of it, this aura should reduce speed and make unable to teleport/dash (just roll dodge)

and increase something (for example, incoming heals)

 

ofc those changes on divine should be after fix damage on abilities

 

You hate mobile squishies ^^.

 

I'd just lower the damage some. No need to leverage another mechanic against specifically the characters with only 42k hit points and zero healing. The one thing that is great about the Templar is pure area denial that melts other melee in that area. Making that just a big AoE snare would be a step back in the paper, scissors, rock game we're looking for.

 

Imagine how much closer the spec choices would be with only 4 small and simple changes:

  • Nerf Fessor crit a tad
  • Nerf Templar 4 by 50%
  • Buff Druid AE tick damage by 300%.
  • Lengthen Myrm Berserk duration by 10 seconds and CD by 20 seconds, making it only heal 50% of damage done.

Now you will have to make a real choice: bring Templar and risk Fessors / Druids wrecking them. Bring Myrm and risk Templar melting them. Bring fessor and risk Myrm rooting and killing them.

 

It would be a start.

Edited by coolwaters
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I would probably nerf confessor crits by more than a tad though  :P

 

I died the other day to a 30k+ absolution. I was 2/3 full on my health, under no pressure whatsoever, then boom. A lucky crit and I'm dead. That's too much. Today a guildie landed a 46k crit on absolution. I kid you not. Not a single buff on him, just stacked sin and a dry absolution. 

 

You hate mobile squishies ^^.

 

I'd just lower the damage some. No need to leverage another mechanic against specifically the characters with only 42k hit points and zero healing. The one thing that is great about the Templar is pure area denial that melts other melee in that area. Making that just a big AoE snare would be a step back in the paper, scissors, rock game we're looking for.

 

Imagine how much closer the spec choices would be with only 4 small and simple changes:

  • Nerf Fessor crit a tad
  • Nerf Templar 4 by 50%
  • Buff Druid AE tick damage by 300%.
  • Lengthen Myrm Berserk duration by 10 seconds and CD by 20 seconds, making it only heal 50% of damage done.

Now you will have to make a real choice: bring Templar and risk Fessors / Druids wrecking them. Bring Myrm and risk Templar melting them. Bring fessor and risk Myrm rooting and killing them.

 

It would be a start.

 

 

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The templar block needs to get looked at too. It's very strong also.

https://www.youtube.com/watch?v=r4ckMahfpMw&feature=youtu.be

 

You hate mobile squishies ^^.

 

I'd just lower the damage some. No need to leverage another mechanic against specifically the characters with only 42k hit points and zero healing. The one thing that is great about the Templar is pure area denial that melts other melee in that area. Making that just a big AoE snare would be a step back in the paper, scissors, rock game we're looking for.

 

Imagine how much closer the spec choices would be with only 4 small and simple changes:

  • Nerf Fessor crit a tad
  • Nerf Templar 4 by 50%
  • Buff Druid AE tick damage by 300%.
  • Lengthen Myrm Berserk duration by 10 seconds and CD by 20 seconds, making it only heal 50% of damage done.

Now you will have to make a real choice: bring Templar and risk Fessors / Druids wrecking them. Bring Myrm and risk Templar melting them. Bring fessor and risk Myrm rooting and killing them.

 

It would be a start.

 

Myrmidon doesn't need additional nerfing but those other things are good. It's pretty easy to interrupt pulverize now to force a crash. Charging Raging Bull takes a while so it isn't reliable crash prevention anymore. For the most part Berserk is only healing for 50% from attacking a bleeding target (if you don't get hard CC'd during berserk). I think a 10 second uptime with a 20 second cooldown is appropriate though. 8 seconds is a bit too short to do much other than prepare for the crash right now. 

Edited by blazzen

Blazzen <Lords of Death>

YouTube - Twitch - Guild

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Templar is relatively easy to play around...For DL you just run out of it, the only melee with trouble getting out is knight w/ out pursuit. And parry has an obvious animation.

 

That said, in group fights, yes I think DL should have damage reduced by maybe 30-40%. And put an ICD on the knockdown after parry. I'd like to see the 4 damage and parry damage reduced and the 2-2-X combos buffed slightly.

 

Otherwise I agree with myrm changes to longer berserk time and bring the C damage up a little, I got hit with a myrm C and it was less than 6k damage. I like that you can't just fully charge your 2 for crash mitigation, you have to assess the situation and prepare to crash appropriately. But the bugged crash timer is annoying af, even more now with the nerfs.

 

With a few changes, I think we could definitely see at least some tough choice for group comps and viability

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@Blazzen I intended that suggestion as a buff and not a nerf, believe it or not. A 50% heal of damage that was easy to keep up most of the time would be preferable to me to the juggling required now. I think a 100% mitigation while up is too much regardless if it lasts any time.

 

@Jjohnson Great post. I only take issue with the Myrm suggestion. It's an AoE knockdown. Why does it need to do any damage at all? 

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You hate mobile squishies ^^.

 

I'd just lower the damage some. No need to leverage another mechanic against specifically the characters with only 42k hit points and zero healing. The one thing that is great about the Templar is pure area denial that melts other melee in that area. Making that just a big AoE snare would be a step back in the paper, scissors, rock game we're looking for.

 

Imagine how much closer the spec choices would be with only 4 small and simple changes:

  • Nerf Fessor crit a tad
  • Nerf Templar 4 by 50%
  • Buff Druid AE tick damage by 300%.
  • Lengthen Myrm Berserk duration by 10 seconds and CD by 20 seconds, making it only heal 50% of damage done.

 

I think all melee should get some chance to kill range AT (yes, I understand role direction of CF)

 

without mobility/range cc (slow/stun) or possibility to survive while you get a portion of nukes from distance you have no chance to kill kite AT. not even kill but can't escape and stay alive.

I got massive amount of confessor's fight as templar, myrmi, champion and even knight and only myrmi (only coz net and burst) are able to do something to confessor.

 

both - confessor and druid can escape pretty every fight atm except confessors and zerg. druid is ok, but confessor can kill every AT now if kite right (small scale) and can survive easy in massive coz it is so easy to keep distance and hide behind ur melee ally.

 

back to templar problems - he is pretty much kiteable (most kiteable AT ingame coz all powers depend on active melee actions).

but on the other side templar is pretty disbalanced in melee. is it tank or something like melee aoe dps with huge heal and over 100k hp under lego HoTs? ACE should chose something - tank or dps. if tank - so make it more tanky but less dps, much more less.

there is alot of ways how to change divine light, but definetly it shoudnt burn all inside this area in seconds.

 

for example, I think templar range weakness can be related to confessor range dps and CC amount (similar to confessor nerf required)

 

ps. this is only my vision. I pretty sure, we will return to this topic closer to balance time. anyway zerg fight - nwm who are you playing - multiple CC and focus fire can survive only templar/knight (tanks) now. and it doesnt matter which AT you playing.

this way ACE should balance AT for small scale (lets say 5v5 max)

 

pss. myrmidon berserker should be full reworked  at the end. broken mechanic. with 6 second duration and C from soul from reward vs risk does not match crash damage you get. with 10 second duration 50% of mitigation also is not a panacea with current crash damage amount. if those crash dmg was reduced by 50% it can be ok (around 35k damage on full charge, almost 1/3 left)

but I think still berserker need full rework to something else. from unique mechanic they cut almost everything except oneshotting crash damage

 

 

Now you will have to make a real choice: bring Templar and risk Fessors / Druids wrecking them. Bring Myrm and risk Templar melting them. Bring fessor and risk Myrm rooting and killing them.

 

It would be a start.

in this terms probably. are you ready to play only templars, confessors, legos mostly? plus 1-2 rare AT from time to time coz they needed in minor amounts.

myrmi - root

druid - ult, shield, buff

ranger/champ - silence

and no1 need duelists coz they are just a spies

 

easiest balance is:

1) make unique mechanic

2) make AT so it can be with p1 specialised

3) balance all AT way they can kill each other

no heal? ok, get invuls/blocks/alot of CC/mobility

no mobility? chose something from other pool

 

templar should buff and survive from heal mechanics, right? so let em do this. why templar cancel all in melee? I can do it without any divine...

myrmi should rage, get risk vs reward mechanic, right? so, let em do this. damage already nerfed.

confessor is glass cannon, right? they already have best range CC and mobility.

lego is best healbot and always req for party, right? no comments

duelist - best spi/exploring, the facto

champion - melee cancel and burst damage, right? nope

ranger - wide specialization range/burst and melee/burst, right?

etc

 

 

IF YOU GET MY ORKISH =)

Edited by makkon

crowfall pvp makkonMyrmidon statement: rangefall

Discord makkon#8550

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@Blazzen I intended that suggestion as a buff and not a nerf, believe it or not. A 50% heal of damage that was easy to keep up most of the time would be preferable to me to the juggling required now. I think a 100% mitigation while up is too much regardless if it lasts any time.

 

@Jjohnson Great post. I only take issue with the Myrm suggestion. It's an AoE knockdown. Why does it need to do any damage at all?

 

Yah that's a good point. It is a knockdown not gated behind combos. But with the amount of knockdowns in the game right now, during a teamfight most people are DR'd a lot from fessor knockdown and templar knockdown and even legio knockdown now that it's fixed. The way the game is now, no damage on myrm C just feels underwhelming...Idk. if they rework CC and durations, then I'd be fine with no damage C.

 

What do you think?

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