It’s currently bugged and people are attaining millions of ward and trillions of damage (not being hyperbolic btw) because skills are chaining to yourself when they shouldn’t be. That’s just unhealthy in-general. The abilities aren’t supposed to function like that.
In a game with infinite difficulty scaling why are players asking for nerfs ?
When difficulty level scaling will never stop, all you want are buffs.
Brijng all the classes up to speed, Bladedancer 1st pls, so that all can grind high corruption monos, and maybe high level arenas, not just 2 classes. That is wrong and not fun.
Just fix bugs, and dont nerf anything. Nothing is overpowered against infinite difficulty scaling.
Its like Diablo 3 all over again
Lucky for me I dont care anymore about this ‘leaderboards’
Also if RM can push 2000 waves and Sorc can only push 300 it actually doesnt really matter in the context since you cannot compare a Sorc to RM
Same as no one gave a shit Monk could only push GR90 while DH/Wiz were doing GR 110, you just play to your classes cap and compare accordingly
I play warlock (it is one of two classes i didn’t play, had no idea it would be that strong). It was fun, got to 600 corruption no problem and switched to marksman. Do I care it is not that strong? Fuck no. Why should I? I don’t see why should be anyone bother some classes are stronger some are weaker. You don’t play vs each other anyway …
There are people who value effectiveness. Why should I play a “fun” class that is dea in the water? This sucks the fun out of the class for me. For example I like the Shamen Spriggan Form Totem playstyle but I would NEVER play this toon in a 4 man group because I would never ever again see a mob to kill because the class is the worst of the worst slowpokes.
That’s one reason why people want some kind of balance so their fun classes don’t feel like a waste of time to play. It’s always a matter how you look at things and one way is equaly right or wrong as the other. Balance isn’t a bad thing to achive if it can be done in a meaningfull way ,like 100% balance is a stupid thing to strife for but if classes all perform in a 25% efficency spectrum to each other no class instantly feels that bad.
This is not my rules, this is math.
If devs are ok about a 500% gap between classes they will learn how wrong it is in the hard way.
You just cherrypick my sentence ignoring my point about having to deal with statistics regardless playing games.
Anyway, if you think that studying mechanisms of life is something cringe, that’s okay.
Some people have no problem with being cattle. Just pay your taxes and study whatever they told you to.
More like, massive NERFS needed for handful of classes and Ward as a mechanic. Its so asinine to think otherwise, its coming from a ward class player.
Ward as a mechanic isn’t the issue. It’s, obviously, the ability of certain classes/builds to generate way too much of it that’s the problem.
I also would like to see some massive nerves and in all fairness a wipe of the leaderboards.
Normally I’d not call for this, but when the ladder clearly shows a FACTOR 5! discrepancy you can only conclude that something is wrong and any illusion of a fair competition is thrown out of the window.
I don’t want to diminish the effort put in by the people who got to the top 3, but you can’t say that it wasn’t accomplished by exploiting a massive oversight in class balance.
I do concur that the ability of some classes/builds to generate too much ward is the issue, not ward itself.
Warlocks, Falconers and Runemasters SHOULD perform better than the rest. They’re new masteries, have a bunch of cool stuff the other didn’t, like better passives, better skill interactions, etc.
I agree with this. EHG learns/experiments overtime and players should expect that the new stuff is going to ‘better’. Maybe not more powerful (but often so), but more streamlined and have more quality of life or spell synergies (spell procs).
Of course this means that EHG will need to do refreshes on existing masteries to bring them up to speed.
20k (or 90k) ward seems unintended though. My guess is they probably agree.
For example I like the Shamen Spriggan Form Totem playstyle but I would NEVER play this toon in a 4 man group because I would never ever again see a mob to kill because the class is the worst of the worst slowpokes.
Agree. If you are playing as a part of a team, you want your char to be able to be able to contribute to the team. It’s not fun to play a char that isn’t pulling it’s weight.
Not to mention playing a Mastery that does a fraction of the DPS and has a fraction of the EHP is at a severe disadvantage if they joined the Merchants Guild. You’re going to be making far less gold than people playing the OP Masteries (which is a vast majority players, going by polling/ladder data) and in result getting less great items.
I understand only nerfing at the start of a new cycle, but I hope they can learn to buff mid cycle. Like buff Shaman, Spellblade, Forgeguard, etc.
Ward as a mechanic isn’t the issue. It’s, obviously, the ability of certain classes/builds to generate way too much of it that’s the problem.
Yeah, I feel like they are gonna deliver nerfs to many abilities that were either balanced or balanced post-nerf to indirectly nerf overperforming abilities when they make more umbrella nerfs to Ward.
For mage, there are only 2 things generating large amounts of ward. Figured I mention this in hopes they address the problem and not hurt the rest of runemaster, spellblade and sorcerer instead.
- There’s a 12 point set of passives (one 5 points that enables a brand and one 7 points that enables ward on hit for bosses) that makes ward on bosses about 60-70% higher than non-bosses. The triple fire boss monolith for example is a hilarious place to generate ward.
- The second thing is generating ward through hits. I realized recently that Frost Claw got a mana efficiency buff and well…this allows mages to spec left side and right side for an insane amount of hits and they can usually sustain their mana. If they RNG out, they can fire a few runebolts to get it back.
They did make sure the frost wall → fire ward thing didn’t make the light of release which is good.
The main issue is that they need to target Claw. They can simply make Cold Star require 3 points in Glamdring to access and “On through the Snow” require 3 points from “Cold Star” to access. Frozen Reign should require 2-4 points from Rending Cascade to access. The fact you can put a single point into every one of these skills to access the full bottom left, bottom right and top right and top left abilities at the same time is silly and completely ruins the whole point of having a skill tree.
If the change in question makes warlocks going from 2000 waves to 400 waves like all the rest.
Doens’t matter if it is a bug, nerf or adjustment, if that happens thats fine for me.
You know I find it rich that you are so vocal about getting Warlocks fixed/nerfed while happily exploiting the Healing Hands/low life gloves ward exploit yourself.
So is the fact that other players can exploit ward better than you can exploit it the thing that really smarts?
exploiting the Healing Hands/low life gloves ward exploit yourself.
So is the fact that other players can exploit ward better than you can exploit it the thing that really smarts?
Can you specific about what exploit you talking about?
divine barrier describes in detail that healing from healing hands is converted into ward if I have an item that converts HP into Ward.
So I assume this is intentional according to the tooltip, right?
How is that an exploit?