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Solution: Red glyphs! How to balance without over-nerf!

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  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited September 2014
    ximae wrote: »
    arp = 3% defense debuff
    crit rating = 3% crit chance
    power = 6% dmg buff (or keep the power and add some % of lifesteal or incoming healing)
    deflect = 3% deflect chance
    defense = 3% DR

    Nice suggestion, they could make them like this to give permanent buffs (nerfed a bit) or to be active for 20 seconds and buffed a little.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • xtraordinary91xtraordinary91 Member Posts: 323 Bounty Hunter
    edited September 2014
    ayroux wrote: »
    You know....

    An easy solution could just be to REMOVE the damage aspects from these glyphs. I mean they grant 800 stat points for 20 seconds.... What more do you want?!

    Maybe THATS the simple solution. Remove the "damage from attacks" and just make

    RED - 800 ARP for 20 seconds
    BLUE - 800 defense for 20 seconds
    BLACK - 800 Critical Strike
    GREEN - 800 Deflect for 20 seconds....


    WHY do they have to damage?

    The greater purified and corrupt enchants last 8 seconds + added buff. So.... Even these 800 stats for 20 seconds would be an INCREASE from those?!

    This. Ten million times this.

    Don't remove them completely, but reduce them down to the point where they provide a flat buff. I was already using reds to Min Max Stats as the 800 Arp allows me to unslot 3 Dark Enchants in favour of Power - bringing my power above 6.5k in PvP.

    The damage of the reds is the problem, and that needs to be adjusted. Either remove the damage component completely and keep the stats as they are, or allow the Glyphs to be affected by Defence, DR and dodges. Once that goes through to Test, then re-evaluate and see if you need to add an ICD to the damage components.

    For certain builds, the raw stat increase is what players are chasing. The damage component is just a muffin on top of the already attractive cake.

    Speaking for my own build. I will continue to use Reds once the damage gets fixed (As it needs to be) as the raw Arp increase allows me to min max other stats to suit.
    Desidus@Xtraordinary91
    19.9k PvP Control Wizard
    <Complaints Department>
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited September 2014
    Its mind-blowing that something like this destructive is still in play. Have they no clue on whats going on in-game? Did they not notice that many players quit the PvP just because of these Glyphs? Reality check someone?

    WHERE IS THE CRUCIAL HOTFIX PATCH THAT NEEDED WEEKS AGO TO FIX THIS?

    A problem like this needs to get fixed/inactivated/removed within 48 hours - not weeks.
    ZengiaH@ejziponken
  • bvirabvira Member, NW M9 Playtest Posts: 385 Arc User
    edited September 2014
    They fixed blue glyph in a week or so, good job. But for some reason they just don't give a f*** about the red one even though it's more problematic than pre-nerf tene.

    It's funny how things that concerned their profit got fixed almost immediately, while bugs that have been around forever and have been reported numerous times never got fixed.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    ALL they need to do is remove the DAMAGE off the enchants and just leave the stat buffs!!!!
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited September 2014
    the best would be if i PvP all the defense stats like defense, deflect and tenacity are applied as always and in PvE its unmittigated damage. for the devs it should be pretty easy to include this kind of feature.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited September 2014
    karakla1 wrote: »
    the best would be if i PvP all the defense stats like defense, deflect and tenacity are applied as always and in PvE its unmittigated damage. for the devs it should be pretty easy to include this kind of feature.

    The best would be to just remove the damage altogether. Its MORE than powerful enough.

    800 power for 20 seconds? Thats like 5% more damage for 20 seconds. How is that not strong enough for PVE?
  • edited September 2014
    This content has been removed.
  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited September 2014
    How should this be a hard deal?
    You can easily identifie players from normal monsters. As example ever playercharacter has tenacity as stat and normal monster not.
    Everything you can imagine is programmable.
    plat.png
    Platypus wielding a giant hammer, your argument is invalild!
  • osterdracheosterdrache Member Posts: 480 Arc User
    edited September 2014
    bvira wrote: »
    They fixed blue glyph in a week or so, good job. But for some reason they just don't give a f*** about the red one even though it's more problematic than pre-nerf tene.

    It's funny how things that concerned their profit got fixed almost immediately, while bugs that have been around forever and have been reported numerous times never got fixed.

    Because the level of balancing is equal to the level how the devs understand and their testers play pvp. Look at their streams… look at the bug fixing… look how classes are either getting destroyed or buffed to OP heaven.

    There will NEVER be balance because there are only like 2-3 people working on the whole game? And these people are super casual.
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