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Abilities that seem Contrary to Balance "Standardization"

Alliedrex
Alliedrex
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It seems like the flurry of changes is causing cracks in the quality of ability changes and a loss of focus in how abilities act and react with each other as a whole. This can especially be seen in the skills of Unstable Wall of Elements and Scalding Rune. To say these abilities are out of line is an understatement. It seemed like an oversight in Scalebreaker. However, the fact that they are not even being looked into this patch is quite alarming.

Looking at Unstable wall of elements it has nearly the “standard” value of an aoe dot while also having the “standard” value of an aoe direct damage ability. In fact, the direct damage portion of the ability does as much damage as the initial nine seconds of a ten second cast ability. If you look at the damage of the other morph it’s even more comical. You give up ~40% of the damage for a slightly larger area of effect and this is supposed to be balanced?

Scalding Rune is similarly absurd. In this instance the ability actually has a lower cost than a direct damage aoe, does more damage than a direct damage aoe, and also has a dot associated with it, giving it more damage than even a single target dot.

These are just two very out of line abilities that have fallen through the cracks in this and the previous patch. There are still other abilities that were untouched so far in this patch that are out of line with the new “standards.” Are there other abilities people notice are very far from what would appear to be out of line with the standard guideline?
  • darkblue5
    darkblue5
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    Axe bleeds for sure, spammables should maybe be brought down somewhat, and light attacks are relatively huge.
  • Epicasballs
    Epicasballs
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    Yes, nerf more. That's what were all thinking. I personally would like to see more nerfs, thanks for brining this to attention. We need more nerfs. Nerf all the things.
    Edited by Epicasballs on September 18, 2019 12:40AM
  • Alliedrex
    Alliedrex
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    The point is not to ask for more nerfs, but the balance they are looking for cannot be achieved if players are crutching on a few abilities that don't follow the same rule-set as the rest. This leads to a patch that only have a few viable options. I would rather the devs see how much players are actually doing so they can make better decisions.
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