BluuHorseOfficial -> RE: =DF= March 7th Design Notes: Weekend Balance Update (3/8/2020 10:09:36)
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1 free turn of damage on a hyper-offensive class is a pretty big deal and I 100% agree with the nerf to the auto-stun. The nerf to Immobility makes you warier of incoming stuns and makes you prepare yourself with the proper gear required for it. Gambit + eAegis yields a net 40 Immobility Resistance, this is still very strong and may help you hit 101 Immo with your generic BiS All Resist build or Slimy Necklace. If I'm being quite honest, 300 Immobility resistance wasn't entirely necessary. With Gambit and pre-nerf Aegis up you would have 240 Immobility Resistance, which is unnecessarily excessive, and you wouldn't have to worry about -All effects causing you to be vulnerable to stuns (the actual increase in damage due to the -All wouldn't matter either because of the death resistance) because the highest -All skills in the Inn go down to -100, leaving you at 140 Immobility Resistance from skills (and furthermore from stats), which was already strong enough to resist stuns even under said effect. The nerf to Immobility offered by Aegis prevents the player from being able to completely bypass Stuns encourages the player to Gambit only when they are safe from Stun skills and thus prevents the player from being able to completely ignore the challenge mechanics and as such, I am happy with this change. Lastly, Empowered Vengeance inflicts a net +30 Healing Resistance on the enemy as opposed to a net +50, which is also a change I am fond of, as causing the enemy to take only half of their actual healing with a pretty good uptime on such a hyper-offensive class can be a tad too strong in places that it matters and at the end of the day, the enemy is still healing less while you deal more damage to it within the same skill alone, so Vengeance is still a strong skill. How I see these changes is that many of them don't matter in everyday scenarios. Chaosweaver is still excellent at grinding and uncontested at Voltabolt farming, except by perhaps DoomKnight v1. Even in the Inn, it is still very good against many of the solo challenges, such as the C7 board, Exaltia Tower, and AARGH, but may struggle with the duo and trio challenges, as would be intended, of course. It should still be able to do them with food and/or potions, though. Overall, I think that the earlier version of ChaosWeaver (version 9 if you count the various testing iterations!) was strong in the sense that it bypassed or ignored several challenge mechanics and gave you quite a big edge over them, whereas the current ChaosWeaver (version 11 if you count yesterday's iteration) doesn't bypass mechanics as nonchalantly while still retaining its identity as a class cannon. Of course, in the way that classes and challenges are designed, you may find that certain classes are able to bypass the mechanics of certain challenges (or rather, use them to their advantage), such as Technomancer's -All making it easier to nuke Sepulchure and its Drive Boost making the Mana Leech DoT actually favorable, as well as KAA's attacks mostly consisting of only one hit working around Reaver's damage reduction and its shield matching up with Ayahnqui's rotation, making these classes especially compatible for such challenges. This is completely fine and enforces the purpose of the Inn: to find a class or strategy that helps you tackle a given challenge in the best possible way. It only turns sour when a given class has this effect on several challenges instead of select ones that skews a lot of fights in its favor, and this was aptly addressed by the changes. I had no doubts in Verly's ability to bring about the best compromise between fun and strong and I'm very happy with these changes. On the topic of Tickles, I feel that the nerf actually encourages people to try out different stat builds for different challenges. You'll have to judge the mechanics of the challenge such as whether or not the bosses can be stunned or if you need the -All Resistance debuff, or your class' nuke strength, before you invest points into your Dragon and this allows for more build diversity. -60 BtH was quite strong and allowed you to patch up holes in your defenses, but a small part of me hopes that the -Boost component of the skill gets buffed from -20% to -25% to kinda make up for the loss of the -BtH, but that's just me.
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