What are the biggest nerfs in PW?
narukaki
Posts: 3 Arc User
Hello, i'm a new user in this forum (finally i can create a thread, been waiting for 3 days)
i have never played this game and i don't intend to
I just wanna ask something
I had an argument with someone about nerfs/buffs/balancing in General in online Games
and he stated that in PW there were never any nerfs
they just kept buffing
Is this true?
If not, can you state some of the major nerfs in PW???
Thank you in advance for all your answers
i have never played this game and i don't intend to
I just wanna ask something
I had an argument with someone about nerfs/buffs/balancing in General in online Games
and he stated that in PW there were never any nerfs
they just kept buffing
Is this true?
If not, can you state some of the major nerfs in PW???
Thank you in advance for all your answers
0
Comments
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The biggest nerfs were related to making tradable items non-tradable.
The best item set remains the same for 9 years, that is the R9, it was never nerfed or buffed.
As to class skills / damage, I ddidn't follow the game thought so I don't have an opinion.0 -
Sorry i have to add something
I meant nerfs about Classes, skills, dmg etc etc0 -
Hello
Class that got nerfed is assassin, they nerfed its phy atk, through various stuff like charts, cards, glyphs, nuemas, meridians and so on, and its still on going.Tideswell0 -
Eh, sins had lower physical attk from cards/star chart etc from the beginning though, its not something they nerfed as it always been like that. Well unless I dont understand the concept of "nerf" correctly.
Normally PWI dont nerf anything regarding classes no. They usually introduce something new to counter the old if it was too strong. Like all casters have "Purify Spell" on their r9 weapons, which were too strong (purifies you and gives you x seconds of anti stun), so they introduced Paralyze - a superior version of stun that goes through anti stun buff and is unable to be purified.
They did however nerf some few skills. Increased cooldown of some duskblade skills and such, which were one of the only times we saw nerfs.
In far the most cases classes/skills get outdated because of a new introduced class/skills/whatever rather than being directly nerfed.
COPY10 -
Yea they dont nerf stuff directly, they do it indirectly and when they nerfed some of dusks skills, they nerfed sins too. Tidal Protection from 90sec to 120sec cdown, some classes got boosts. Take a look at patchnotes below:SKILLS boosts / nerfs
Archer
*The Argent glyphs of Lightning Strike, Thunder Shock, and Thunderous Blast have been reworked. Charging now deals 70-120% of total damage, with the glyph level increasing total damage by a percentage of weapon damage.
Assassin
*The tooltips for Death Link and Death Chain have been rewritten slightly to clarify their effects.
*Focused Mind and Tidal Protection now share a 120-second cooldown (up from 90).
*The Sage/Demon versions of Focused Mind now grant 35% Evasion (up from 25%).
Barbarian
*All glyphs of Armageddon can no longer miss.
*The Sanguine glyph of Cornered Beast now lasts 10/15/20/25 seconds (up from 9/11/13/15).
*All glyphs of Raging Slap now generate an absorption shield for 5 seconds equal to 10% of your max Health.
*The Verdant glyph of Devour can no longer miss.
Blademaster
*The Golden, Verdant, and Sanguine glyphs of Myriad Sword Stance now properly reduce the Chi cost of your other skills.
*The Sanguine glyphs of Ocean's Edge, Army Crusher, Drake's Ray, and River Avalanche now increase Accuracy by 10% per point of Chi spent.
Duskblade
*Divine Moonlight's cooldown increased from 15 to 30 seconds. Chi cost reduced from 30 to 10.
*Umbral Stalker's cooldown increased from 90 to 120 seconds. Chi cost reduced from 50 to 30.
*Quadrature's Chi cost increased from 30 to 50.
*The Stun effect of ΨRelentless Drift now properly has a 100% chance to trigger.
Mystic
*ΨVital Herb now functions properly in the Arigora Colosseum.
*The Verdant glyph of Storm Dance now lasts for 10 seconds (up from 8).
Psychic
*Soul of Silence and Soul of Vengeance can now only be cast on yourself.
Seeker
*The Bloodletting effect of the Ethereal glyph of Gravel Blade now lasts 1.5/2.0/2.5/3.0 seconds (up from 0.5/1.0/1.5/2.0).
*The Disarm effect of the Verdant glyph of Glowing Blade now lasts 2.5/3.0/3.5/4.0 seconds (up from 1.5/2.0/2.5/3.0).
Stormbringer
*The Argent glyph of Ice Bullet now properly stuns the target for 4-5 seconds.
Venomancer
*The Maddened effect of ΨParasitic Nova now properly has a 100% chance to trigger.
Wizard
*The Argent glyph of Frozen Flame can no longer miss.
*The Ethereal and Argent glyphs of Blade Tempest now properly reduce the Chi cost of your other skills.
*The Ethereal and Argent glyphs of Mountain's Seize now properly reduce the Chi cost of your other skills.
*The Sanguine and Argent glyphs of Black Ice Dragon strike now properly reduce the Chi cost of your other skills.Tideswell0 -
How silly. A thread created just for the sake of complaining. I assume you are making a statistics chart right op? Surely. The assassin class, In this game it combines Rapid physical attacks with the Dex stat, which increases critical hit chance as well. It's hard to stop and no matter what class you are, your goal should be to Put it down quick. If it's not dead within like the first 3 hits, it's most likely strong enough to Kill you before your 4th.
The addition to rapid physical attacks, are God a frenzy which is a status effect attached to the weapon that Doubles their damage for each one of the 4-5 attacks they deal out within Each second. In addition to that, The dex stat increases critical hit chance.
Believe it or not, all of that above isn't really much of a problem. It's the fact that they have So many survival skills to go with it. Which is why i said putting it down quick should be the goal (One shot it if you can). They also have skills to let them survive One shots as well, And just overall built for survival. They've currently have more survival skills than the Barbarian does (this game's Tank class) So cause and effect, Nearly everyone on every server is a Sin main, or have one. The same cant be said for something like, a wizard for example.
So like the user said before me, One of their survival skills were nerfed a tiny bit. But in the future If they are to nerf the class, I think they should start by looking at all of the defensive skills the sin has. Which might be easier said than done, because a lower lvl sin needs those Op skills to survive pve. But a OP sin using the same OP skills is where the alleged problem lies.0 -
sin ever got nerfed? ahahahah nice joke
first it had aps, then it was balanced when meta switched to dph, lasted short, then they buffed dph sin in any way beyond reason with multi hit skills and 400-500% on basically any instacast skill, then it got access to purge and purify\untarget too, then it got paralyze too, then it got undetectable stealth
tell me another class that has all these features
wanna talk about nerfs? let's look at stormbringer glyph skills and see how a joke those are respect any other class glyphed skills0
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