CapnCrunchYT wrote: »
MentalxHammer wrote: »Fun fact, after the initial 8% damage nerf, then the subsequent 14% damage nerf to the first hit of scorch, it now does a little over 7% LESS damage than a single dizzying swing. The wardens hallmark burst ability does less damage than a spammable…
MentalxHammer wrote: »Fun fact, after the initial 8% damage nerf, then the subsequent 14% damage nerf to the first hit of scorch, it now does a little over 7% LESS damage than a single dizzying swing. The wardens hallmark burst ability does less damage than a spammable…
MentalxHammer wrote: »Fun fact, after the initial 8% damage nerf, then the subsequent 14% damage nerf to the first hit of scorch, it now does a little over 7% LESS damage than a single dizzying swing. The wardens hallmark burst ability does less damage than a spammable…
That makes about as much sense as crystal weapon and bound armaments doing less damage than a spammable.
Urzigurumash wrote: »CapnCrunchYT wrote: »
I can see the logic in that, but what would you rather have, what do you think would be more powerful in PvP:
1. 100 Damage dealt every 3 seconds
2. 400 Damage dealt every 9 seconds
I can see the potential behind Option 2. Know what I mean? More burst, but also more delayed.
We simply will not get as high a tooltip every 3 seconds as we could every get 9 seconds, that wouldn't be balanced at all. Think more Graverobber on Necro or Leap on DK, what if Graverobber's cooldown was only 5 seconds and Leap only cost 40 Ult? They would deal less damage.
Big difference there is, Necro and DK have other powerful skills to use in between or with Graverobbers and Leaps. Warden, not so much.
CapnCrunchYT wrote: »Urzigurumash wrote: »CapnCrunchYT wrote: »
I can see the logic in that, but what would you rather have, what do you think would be more powerful in PvP:
1. 100 Damage dealt every 3 seconds
2. 400 Damage dealt every 9 seconds
I can see the potential behind Option 2. Know what I mean? More burst, but also more delayed.
We simply will not get as high a tooltip every 3 seconds as we could every get 9 seconds, that wouldn't be balanced at all. Think more Graverobber on Necro or Leap on DK, what if Graverobber's cooldown was only 5 seconds and Leap only cost 40 Ult? They would deal less damage.
Big difference there is, Necro and DK have other powerful skills to use in between or with Graverobbers and Leaps. Warden, not so much.
I would honestly take the way deep fissure is on live any day, I just dont see a use for the 2nd burst. Give me 1 burst and reduce the cost so i can recast it every 3 seconds on my own.
CapnCrunchYT wrote: »first off nice job on the nocturnals ploy change, pvp disaster averted whew..
My only concern is with this round of patch notes is the fact that you have accidentally nerfed what is already the worst class in pvp. No one is going to use the 2nd burst on deep fissure. PVP is all about burst timing, so you need to line up that first burst from deep fissure with your combo. Having the first burst from deep fissure do 3k less damage is going to just put wardens even further behind. Please consider just changing deep fissure back to the way it is on live.
MindOfTheSwarm wrote: »CapnCrunchYT wrote: »first off nice job on the nocturnals ploy change, pvp disaster averted whew..
My only concern is with this round of patch notes is the fact that you have accidentally nerfed what is already the worst class in pvp. No one is going to use the 2nd burst on deep fissure. PVP is all about burst timing, so you need to line up that first burst from deep fissure with your combo. Having the first burst from deep fissure do 3k less damage is going to just put wardens even further behind. Please consider just changing deep fissure back to the way it is on live.
Half the problem is that PvP is all about burst timing. There is no room for any other play style. No room for DoT's, no room for zone control. Kind of sad really.
MentalxHammer wrote: »Fun fact, after the initial 8% damage nerf, then the subsequent 14% damage nerf to the first hit of scorch, it now does a little over 7% LESS damage than a single dizzying swing. The wardens hallmark burst ability does less damage than a spammable…
That makes about as much sense as crystal weapon and bound armaments doing less damage than a spammable.
I don't like that CW was buffed needlessly, then nerfed, but it can be applied to light attacks from max range, right?
Dizzying is a melee ability.
Scorch is a short-range skirmishing ability.
Dizzying and Scorch carry a much higher risk profile to use - you have to be much closer to opponents.
14% nerf followed by a 20% buff; just make it 3% and 3% increase as compared to live, rather than splitting the damage awkwardly like that.
Lughlongarm wrote: »14% nerf followed by a 20% buff; just make it 3% and 3% increase as compared to live, rather than splitting the damage awkwardly like that.
I have done some additional testing to Deep Fissure and this skill is better than implied. At first I thought that the skill's base damage was nerfed by 14% and the second tick just brings the damage back to what it was during week 1-3 of the PTS. But no, there is an hidden damage value - let's call it "X" If your base hidden value for this skill is 10k, the first blast will do - 8.6k and the second will do 12k damage(almost40% difference). The second tick is the real burst. Moreover, many players don't even realize that the penetration debuff does not apply to the damage proc itself. When you first cast deep Fissure, the skill will first apply the damage and only after the debuff, so it means you basically lose some damage. With this double proc combo, the big burst will have a good chance to land while the debuff already been applied(and for one cast).
Regarding Sub Assault - I reviewed the the PTS notes again and realized that the skill is completely
Lughlongarm wrote: »14% nerf followed by a 20% buff; just make it 3% and 3% increase as compared to live, rather than splitting the damage awkwardly like that.
I have done some additional testing to Deep Fissure and this skill is better than implied. At first I thought that the skill's base damage was nerfed by 14% and the second tick just brings the damage back to what it was during week 1-3 of the PTS. But no, there is an hidden damage value - let's call it "X" If your base hidden value for this skill is 10k, the first blast will do - 8.6k and the second will do 12k damage(almost40% difference). The second tick is the real burst. Moreover, many players don't even realize that the penetration debuff does not apply to the damage proc itself. When you first cast deep Fissure, the skill will first apply the damage and only after the debuff, so it means you basically lose some damage. With this double proc combo, the big burst will have a good chance to land while the debuff already been applied(and for one cast).
Regarding Sub Assault - I reviewed the the PTS notes again and realized that the skill is completely
I already replied to you in the other thread on this exact comment and rather than continuing to double post, I'll just say that I disagree with your optimism at how likely the 9second proc will hit with breach applied.
Breach last 10 seconds after application. Application is at the 3 sec mark, if a hit was successful.
If you hit the first debuff hit, but miss the proc hit, you must land the second debuff hit. If you miss that too, you've now.lost the entire purpose of the skill, and have to recast. Missing the first hit makes it a requirement to retry because otherwise your proc hit is a wasted investment.
In that scenario, you've now.spent 12 seconds (6 seconds trying to get the proc hit, but missing it, 3 seconds to get the debuff hit, missing it, and another 3 seconds to try again with the debuff hit, to ultimately spend another 6 seconds to land your first successful proc hit).
In total, that's 18 seconds of time to try to get a skill to land that hits for about the same as BB does automatically every 2.5 seconds.
Does that really seem worth it to you? You can say "well don't miss", but any.magden will chime in that sometimes there's just no skilling this ability to land. There's too many variables in a.battle that work against us.
At least on live, if I miss my debuff hit, I just recast it and have another shot at lining up a combo 3 seconds later. Waiting 3x as long for 15% more damage than live is really a pitiful attempt by the devs. I think they can come up with better, but they clearly don't have any time to devote to this.
I'd rather have what we have on live than this.