WhiteTiger
Majestic Feline of AQ3D & ED
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quote:
You want to make an argument for necrosis/hatchlings being OP? Make it. Lets hear it. Hatchling Rush's effect left you unable to satisfactorily heal for too long, so its effect was reduced to 40%. This was especially prevalent in 2vs2 battles, where you were able to defeat (or severely damage) one of your opponents because even if they used all their healing skills, it wouldn't be enough to allow them to survive past the skill's duration. This lead to players being defeated before they were able to even properly attack. When compared to a similar skill, such as Armor Annihilator, Necrosis at its previous state was significantly better. At level 40, your maximum armor defense and resistance is 120, spread throughout both, whereas necrosis previously reduced both defense and resistance by 43, then 86, then 130. On the first turn, Armor Annihilator could have been better, if you are assuming your opponent's armor is spread evenly (60/60) in defense and resistance. On the second turn, Necrosis would likely be better than Armor Annihilator, except in the cases where your opponent's armor was spread with 90/100/110/120 in either defense or resistance (the other one would not be reduced as much though, unlike Necrosis, which reduces both defense and resistance equally). On the final turn, Necrosis would be better than Armor Annihilator as it reduces 130 in both defense and resistance, whereas Armor Annihilator is only able to reduce either defense or resistance. Armor Annihilator is able to disable your opponent's armor core for the duration of the effect, while Necrosis is unable to, but because it is also possible for Armor Annihilator to reduce 120 defense, whereas your main attacks are all energy (since it all depends on how your opponent has set their armor). Since Necrosis reduces both defense and resistance, both players in 2vs2 are able to take advantage of the effect equally (regardless of whether their main attacks are energy or physical), but for Armor Annihilator it is possible that only one player, or neither players, are able to take advantage of the effect (depending how much of defense/resistance Armor Annihilator reduces) and will only be able to take advantage of the effect equally if the target's armor is split 60/60 (in which case Necrosis would still be more effective on the second and third turns). quote:
How do you justify nerfing both simultaneously WHILE decreasing the energy cost of AZ in the same patch? It is purely by chance that these changes ended up being performed at the same time, one did not cause the other. This change was looked at individually and it was determined that the previous energy cost of 200 for Azrael's Will is significantly higher than any other skill core and even though its effect is powerful, it is not enough to justify such a high energy cost. The high energy cost was a major barrier for many builds and the new cost of 175 is still high compared to other skill cores, but will allow more for more builds to be able to use this core.
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