Will Demon Spark be Nerfed?

1235»

Comments

  • _makina_ - Sanctuary
    _makina_ - Sanctuary Posts: 747 Arc User
    edited April 2010
    only reson i went demon was due to the speed % of attack on spark with its insane power and dd for a bm.Since we cant grab chi like a sage..they give us some dumb **** taunt that has no damn use at all for us ..maybe in pvp..but who in the hell uses that dumb taunt..well perhaps in duel for chi or something.

    b:cry I'm supposed to be the only lvl 2 avatar.
  • DivineFatee - Heavens Tear
    DivineFatee - Heavens Tear Posts: 1 Arc User
    edited April 2010
    b:cry I'm supposed to be the only lvl 2 avatar.

    b:surrender
  • Mosz - Heavens Tear
    Mosz - Heavens Tear Posts: 3,181 Arc User
    edited May 2010
    has anyone mentioned the irony that this is their own doing adding tome and lunar cape (and easy chips and OP stones to tank and frost fist) with packs?
  • Darksylph - Heavens Tear
    Darksylph - Heavens Tear Posts: 1,816 Arc User
    edited May 2010
    Like most companies, they dont seem to understand the root of what needs to be nerfed anyhow. So they punish every demon, rather then whats causing the problem, the hyper-speed fist BMs. Or, that roots back to the botched way they implemented -Interval.

    They should be adjusting -Interval gear, and that would solve many imbalance issues. And i use the term adjust, not nerf, because in my oppinion (and many who agree) it should be changed to %, every -.05sec become -5%. This would slow Fists, but on the otherside axes & archer weapons would actually receive a boost. People are claiming axes are mostly useless in end game pvp & the Archers who 'should' be the #1 physical DPS (with ranged weapons) are getting over shadowed to the point where they do more dmg sometimes with fists, which would be fixed.

    But nope, leave it to the dumb companies to slap a bandaid over it which hurts half the population, way overflowing the ones needing the fixing. I wish i could say its a PW phenomenon, but i've seen similar not well thought out "fix"es come in other games too.
  • Yulk - Heavens Tear
    Yulk - Heavens Tear Posts: 1,951 Arc User
    edited May 2010
    Like most companies, they dont seem to understand the root of what needs to be nerfed anyhow. So they punish every demon, rather then whats causing the problem, the hyper-speed fist BMs. Or, that roots back to the botched way they implemented -Interval.

    They should be adjusting -Interval gear, and that would solve many imbalance issues. And i use the term adjust, not nerf, because in my oppinion (and many who agree) it should be changed to %, every -.05sec become -5%. This would slow Fists, but on the otherside axes & archer weapons would actually receive a boost. People are claiming axes are mostly useless in end game pvp & the Archers who 'should' be the #1 physical DPS (with ranged weapons) are getting over shadowed to the point where they do more dmg sometimes with fists, which would be fixed.

    But nope, leave it to the dumb companies to slap a bandaid over it which hurts half the population, way overflowing the ones needing the fixing. I wish i could say its a PW phenomenon, but i've seen similar not well thought out "fix"es come in other games too.

    I do agree with the interval part, I was really wondering about the attack rate being 5 attacks per second.

    Why didn't it raise exactly that amount? Lets take intervals -0.1 and fists / claws would be at 1.53.
    [SIGPIC][/SIGPIC]

    Thanks for Flauschkatze for siggy b:cool

    VIT > STR > DEX > MAG... GG
    HA > LA > AR... GG

    HA + VIT = win b:bye
  • Squeakytoy - Dreamweaver
    Squeakytoy - Dreamweaver Posts: 660 Arc User
    edited May 2010
    I once did an experiment. I wanted to see if it would be possible to build a heavy armor fist Venomancer (no magic). Turns out, not only is it possible, it outshines even a pure magic build in terms of DPS (pet damage is excluded, since both builds can use pets to supplement DPS).

    When a build that isn't intended for a particular class works better than one that is...I'd call that severely overpowered.

    Although, I did not take into consideration a heavy armor fox build using a magic weapon. With Melee Mastery boosting the magic weapons damage, I would assume it falls at least even with the fist build.
  • Solandri - Heavens Tear
    Solandri - Heavens Tear Posts: 2,843 Arc User
    edited May 2010
    And i use the term adjust, not nerf, because in my oppinion (and many who agree) it should be changed to %, every -.05sec become -5%. This would slow Fists, but on the otherside axes & archer weapons would actually receive a boost. People are claiming axes are mostly useless in end game pvp & the Archers who 'should' be the #1 physical DPS (with ranged weapons) are getting over shadowed to the point where they do more dmg sometimes with fists, which would be fixed.
    The way -interval works right now adds another dimension to weapon selection which makes fists better for some builds, axes better for others. If you have no -interval gear, fists are the worst weapons and axes the best. Add some -interval gear and the fists are as good as the axes. Add a lot of -interval gear and the fists are better than the axes.

    Changing interval to a flat -5% eliminates that dimension, and leaves axes as the best weapon for everyone. With no -interval gear, axes are the best weapon. With a ton of -interval gear, axes are still the best weapon. You basically eliminate any reason for weapons other than axes to exist.

    Any fix for this has to be more nuanced, and leave enough of this dimension intact that fists can be moderately better than axes if you can load up on enough -interval gear. But not ridiculously overpowered as they are now. Like it or not, one such way to achieve this is to raise the attack speed cap to something like 2.5-3 attack/sec.
  • XDXDXD - Dreamweaver
    XDXDXD - Dreamweaver Posts: 6 Arc User
    edited May 2010
    魔爆元,尊重玩家的意见,不调整,以后也不调整了
    Demon spark, Due to replies from our fan, will NOT, will NEVER change

    本帖最后由 策划管理 于 2010-4-22 10:57 编辑
    this post is last edited by Deve 2010-4-22

    OP posted it on 23rd

    Enough said
  • Egaenil - Heavens Tear
    Egaenil - Heavens Tear Posts: 853 Arc User
    edited May 2010
    魔爆元,尊重玩家的意见,不调整,以后也不调整了
    Demon spark, Due to replies from our fan, will NOT, will NEVER change

    本帖最后由 策划管理 于 2010-4-22 10:57 编辑
    this post is last edited by Deve 2010-4-22

    OP posted it on 23rd

    Enough said

    b:laughb:chuckle interesting...

    Okie.. next rumors plz, this is getting a bit old now almost a month, we need some new ones
    [SIGPIC][/SIGPIC]"wink wink"
  • Okeano - Harshlands
    Okeano - Harshlands Posts: 4,943 Arc User
    edited May 2010
    The way -interval works right now adds another dimension to weapon selection which makes fists better for some builds, axes better for others. If you have no -interval gear, fists are the worst weapons and axes the best. Add some -interval gear and the fists are as good as the axes. Add a lot of -interval gear and the fists are better than the axes.

    Uhhh no. Fists without interval will still out DD axes on single target. Fists with full interval will still be worse than axes to take on 20 targets.
  • RRARRRRGGHHH - Sanctuary
    RRARRRRGGHHH - Sanctuary Posts: 212 Arc User
    edited May 2010
    Yeah I agree - int should be fixed. It is starting to seriously dilute the game. Half the classes in the game are using fists/claws to deal more damage than normal ffs. Someone already mentioned archers. Barbs can also exploit it to deal insane amounts of additional damage. You can make a wizard or cleric with full -int gear that deals more damage than with magic attacks, no joke, save that when they spark nothing is added to physical. Attack speed is completely gear based, considering the limited amount of non stacking attack speed buffs. You can throw the same gear on any class with the same build and deal massive amounts of damage. When it gets to this point its a problem. Classes were meant to be played in certain ways, but this game is becoming played the same exact way by so far half the games classes (fist barbs, fist bms, fist archers, fist/dagger sins, fist venos even?...with fist everything else possible...toss the build in calc, it can be done (though magic users cant do anything with magic)).

    So yes, -int is atm probably one of the most exploited/broken parts of this game atm. I heavily doubt it will be fixed considering how much money people going for this kinda build generally spend on the game.

    My solution for fixing this would be taking all interval modifiers *.75 on all gear, so that we have only -.0375 and -.075..leaving the max possible speed for fists without speed buffs at 2.86, then 3.33 with any speed buffs. Also making fists + swords bm class specific. Fists with 2.5-3.33 attacks max per second still deal a very good amount of damage, better than all other bm weapons against 1 target, which was kind of the point with them for bms.

    Id also update flesh ream to instead of just taking aggro, to always hold aggro for minimum of 5 seconds (.5+.5 sec per level) unless otherwise overridden by another steal aggro skill. This would let barbs better do their jobs around heavy dd people.

    These sort of updates would balance things out in the game, and let individual classes play how they are supposed to be played, without being ridiculously overpowered. Just my take on things at least...
  • ZoanoAce - Lost City
    ZoanoAce - Lost City Posts: 469 Arc User
    edited May 2010
    Best question is, are they even looking into anyone's suggestions to make this game balanced?
    ...or are they just continuously hearing the "ca-ching!!" noise, drowning out everything else, every time they receive another $100k US from all their ridiculous boutique sales?
    ●Barb - The "natural" leader. Cool and collected, slow to anger, and typically jovial. Swift to act when friends' lives are in danger, and prepared to lay down his life if the situation calls for it.

    End of lvling, starting of the unimaginableb:laughb:victoryb:coolb:cool
  • Darksylph - Heavens Tear
    Darksylph - Heavens Tear Posts: 1,816 Arc User
    edited May 2010
    My solution for fixing this would be taking all interval modifiers *.75 on all gear, so that we have only -.0375 and -.075..leaving the max possible speed for fists without speed buffs at 2.86, then 3.33 with any speed buffs. Also making fists + swords bm class specific. Fists with 2.5-3.33 attacks max per second still deal a very good amount of damage, better than all other bm weapons against 1 target, which was kind of the point with them for bms.

    I dont quite agree on the *.75 solution. Because -Int is rather worthless for Axes & moreso for slower ranged weapons. As i mentioned before, if each -.05 sec becomes -5% then the EXACT same thing happens to fists, having gone from .7 to .2 (1.43/sec -> 5/sec) will instead go from .7 to .35 (1.43/sec -> 2.86/sec[same as your solution]). However, with the % solution, Axes (which are now becoming considered "worthless" if you arent in RB or FF) will actually get a better increase & Archers even more so. In essence, just as all magic users scale up the same way by -Chan%, so would all weapon types scale up similarly through -Int%.

    Basically dont punish ALL physical DPS jobs because fists are exploiting -Interval in such a manner.
  • GothicAngeI - Heavens Tear
    GothicAngeI - Heavens Tear Posts: 130 Arc User
    edited May 2010
    Also making fists + Swords bm class specific.

    Leave -int the same and this ^^
  • kenlee
    kenlee Posts: 0 Arc User
    edited May 2010
    you can get 4 atk/sec as a rich bm without spark, thats fair enough imo and for other classes... just make fists bm class specific
  • Asperitas - Lost City
    Asperitas - Lost City Posts: 907 Arc User
    edited May 2010
    Personally, I don't think axes ever needed interval. They are much more skill-based, with higher base attack to fully utilize the damage modifiers on the skills. Fists is for DPS. AOE is for axes. If you make interval so that it makes axes relatively on par with fists in terms of DPS, that totally destroys the usefulness of axes. However, this is probably just a byproduct of enhancing it for slower weapons so w/e.

    As for weapons like bows, I don't know too much about them. If you make interval percentage based though, if my calculations are correct, with demon quickshot they can be hitting you at 2.22 attacks per second. How good that is, I don't really know.
    [SIGPIC][/SIGPIC]
  • ZephyrZeus - Heavens Tear
    ZephyrZeus - Heavens Tear Posts: 39 Arc User
    edited May 2010
    LoLoLoL in true PWI style the 4 ck up some thing else B 4 fixing some thing already ... if this is the case why make archers a DD class .. dam u can come across a dam cleric and demon spark and only hit them for 300 if the cleric knows what he or she is doing... try fixing the dam nix glitch... insted of messing up an archers skill wtf.... in fact try booting the dam venos that still fly in the air getting no damage when they send the nix to the ground unit glitch abuse after glitch abuse on the veno's class nothing done... arches take thier 1 skill they dam pick demon 4 away ... wtf b:angry


    P.S i cant spell so blow me... and this my views only not the guilds i deffend.
  • bishb0sh2
    bishb0sh2 Posts: 5 Arc User
    edited October 2011
    they should just change demon spark so that it gives a 33% damage increase and sage spark gives 25% damage reduction.

    at the moment with the way that interval works demon spark gives like a 3040834% damage increase if u stack -int.
  • truekossy
    truekossy Posts: 7,021 Arc User
    edited October 2011
    Hi idiot necromancer.
  • Olbaze - Sanctuary
    Olbaze - Sanctuary Posts: 4,242 Arc User
    edited October 2011
    bishb0sh2 wrote: »
    at the moment with the way that interval works demon spark gives like a 3040834% damage increase if u stack -int.

    Not really.

    The most common usage is to get from 3.33 to 5 aps, which in itself is an increase of 50%. However, the 500% weapon damage roughly doubles your DPH, which results in the overall increase being about 200%, e.g. resulting in tripling your damage.
    I am Olba. Not Ol, not Baze nor Blaze. And even less would I go by Olblaze. Please, take a second to read a person's username.
    If you see b:cute be sure to take a second, calm look at anything I said.
  • Quilue - Sanctuary
    Quilue - Sanctuary Posts: 5,787 Arc User
    edited October 2011
    bishb0sh2 wrote: »
    they should just change demon spark so that it gives a 33% damage increase and sage spark gives 25% damage reduction.

    at the moment with the way that interval works demon spark gives like a 3040834% damage increase if u stack -int.

    Best idea ever! Sage spark no longer increases weapon damage at all, instead pop 3 sparks to add a 25% damage reduction turtle!
    Elena Costel: I wash my hands of this affair.
    Legerity: *drags you back* *stains your hands with said affair*
    Elena Costel: Noooo... I don't want to have a dirty affair with Lady Legerity...
    Qui: b:dirty
  • Knownase - Heavens Tear
    Knownase - Heavens Tear Posts: 6,959 Arc User
    edited October 2011
    Sage Spark is sooooo OP with that 25% dmg reduction, should nerf that too.
    [SIGPIC][/SIGPIC]
    b:flowerHave a Techno Rave Flower!b:flower

    -Self-Proclaimed TW commentator of HT-
    -Certified Barbarian Master-
    -You gained +10 coolness points for viewing this signature-
    -Master of Coffee-
  • Zuuka - Sanctuary
    Zuuka - Sanctuary Posts: 127 Arc User
    edited October 2011
    Sage Spark is sooooo OP with that 25% dmg reduction, should nerf that too.

    Sounds like this guy knows what hes talking about. b:victory
  • WangZi - Dreamweaver
    WangZi - Dreamweaver Posts: 279 Arc User
    edited October 2011
    Let's nerf sin's stealth too! and psychic's self-buffs! and cleric's self-IH! and and let's just nerf the whole game! b:angry
    [SIGPIC][/SIGPIC]

    Sig made by Dorset b:victoryb:thanks