Do people still to this day conflate 3% of max hp with 97% damage mitigation? Those things are even remotely in the same field of power.tomofhyrule wrote: »Honestly, I think Corrosive is too overtuned.
You can shrug off 97% of damage and all of your attacks go through armor? Yeah, that's a lot.
Four_Fingers wrote: »Why is always about Ball groups?
It will also be just as problematic on solo and dueling players.
(let's ignore the fact that 4 of the 7 Classes don't have strict "tank" and "support" and "damage-dealing" lines, since obviously the devs don't even realize that minor issue)"We know the Subclassing system will infuse power into the player community. For example, players can drop their tank and support skill lines for more damage-dealing abilities and passives,” notes Day. “However, there is a trade-off—by taking all damage skill lines, you are more reliant on your team for support healing, shielding, and protection."
Four_Fingers wrote: »Why is always about Ball groups?
It will also be just as problematic on solo and dueling players.
Artisian0001 wrote: »Four_Fingers wrote: »Why is always about Ball groups?
It will also be just as problematic on solo and dueling players.
It is extremely problematic for any size group, but it can be utilized best in ballgroups, and that's for obvious reasons. Groups of larger size have all the necessary buffs and skills they need already allocated on other players, this leaves multiple players in the group with the ability to put on corrosive and ignore damage. The massive problem with ballgroups right now is their ability to survive. Bad ballgroups will still die to things like siege, being outnumbered, getting outplayed, or whatever the case may be, but with corrosive this negates any damage they take with the amount of cross healing they receive, and also allows them to deal even more damage than they did before, at the same time. The great deal of lag on the servers is caused, not just by big groups, but mainly by huge drawn out fights where people don't die. This will only exacerbate that problem, and it's caused by a skill that is overloaded and should be fixed. Not only is it extremely bad from a balance perspective, it's bad from a performance perspective as well.
Teeba_Shei wrote: »Artisian0001 wrote: »Four_Fingers wrote: »Why is always about Ball groups?
It will also be just as problematic on solo and dueling players.
It is extremely problematic for any size group, but it can be utilized best in ballgroups, and that's for obvious reasons. Groups of larger size have all the necessary buffs and skills they need already allocated on other players, this leaves multiple players in the group with the ability to put on corrosive and ignore damage. The massive problem with ballgroups right now is their ability to survive. Bad ballgroups will still die to things like siege, being outnumbered, getting outplayed, or whatever the case may be, but with corrosive this negates any damage they take with the amount of cross healing they receive, and also allows them to deal even more damage than they did before, at the same time. The great deal of lag on the servers is caused, not just by big groups, but mainly by huge drawn out fights where people don't die. This will only exacerbate that problem, and it's caused by a skill that is overloaded and should be fixed. Not only is it extremely bad from a balance perspective, it's bad from a performance perspective as well.
I agree with this. I think the offensive portion of it is unhealthy from a gameplay perspective, but the defensive portion is super problematic and unhealthy. Hoping to see some changes to this in the future.
Teeba_Shei wrote: »Magma shell should be the defensive option and corrosive should be the offensive. Magma shell right now is basically corrosive without the penetration. The only change needed for magma shell is to make the range on the damage shield it gives to allies larger. Corrosive is just overtuned.
Teeba_Shei wrote: »Urzigurumash wrote: »And no, Magma Shell isn't the Defensive morph. It's the Group morph. Corrosive is the solo morph.
That's how it was back in the day, since StamDKs weren't welcome in groups anyway.
You continue to reframe and misinterpret everything I say. I never said that Magma Shell is currently labeled as the “defensive morph” — I was saying that it should be the defensive option. The problem is that Corrosive is providing both offense and defense, while Magma Shell feels like Corrosive without the penetration, which makes it objectively weaker in most scenarios.
Framing it as “group vs. solo” doesn’t address the imbalance I brought up. Corrosive gives full penetration and makes you incredibly tanky. Magma Shell, even as the so-called “group morph,” has a small-radius shield that isn’t impactful enough to justify picking it over Corrosive. That’s why I suggested a range increase to better define it as the defensive/group utility option, while Corrosive should remain the offensive option and lose the damage reduction.
The issue isn’t what the morphs are called—it’s how they function in practice.