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2/23/2022 10:42:24   
dizzle
Member
 

Curious to see what you guys think about these changes.

Per IMR:

quote:

I finally got around to hitting Purple Rain with the nerfbat. Now:
- Costs SP on the first cast, and also gives some minor buffs.
- Second cast has a small SP cost and also gives some debuffs.
- You can only cast it once per turn.
- The effect is tagged as a Form Shift effect. Things with resistance to it make it harder to rollback, and things with immunity are immune to it.

Other updates:
- The old GGB item Silas is now a status pet, to differentiate it from Mini Nulgath.
- Seraphim of Ver now gives Pet BTH Boost and Guest BTH Boost
- Minor updates on mana/spirit burn (when you're supposed to lose MP/SP but lack it so it takes it out of your HP instead). This should just affect INT-changing misc items/armours.
- Player Hypercritical now ticks down at the start of your turn, not on the monster's turn (and likewise for monster HCrit)./quote]

AQ  Post #: 1
2/23/2022 11:59:38   
Sapphire
Banned


I rarely used PR strats, as I hated the ridiculous time it takes to buff up. I may have gone this route on a few occasions against specific monsters, usually Void ones.

So this doesn't affect me all that much, and it's good to see another item that needed the big nerfbat take the hit.

In regards to the rest..

Silas- Fantastic change. Made me go get it. I lacked a fire ele vuln pet, and so this covers 2 elements in one. Plus control.

Seraphim of Ver- This is a nice change. I just wish they had released the new years surprise version for pets/guests and I would have spent tokens on it. The info subs doesn't say what the quick cast cost is, so I assume standard 100% melee in I guess SP... But this chanhge makes it worth obtaining for Beastmasters. This is a start, but I'd be willing to bet this isn't a permanent addition to the GGB shop, and thus, yet another item that beastmasters would want thats not a permanent addition. In order to be a good beastmaster, you *must* get seasonal and rare content, as 99% of the best stuff is always there only.

- mana/spirit bnurn- I believe I noticed this with quadforce. If you choose wisdom, and then end up unequipping due to lack of SP, I think I noticed my HP drop some

Hypercrit- Unsure exactly how this change affects gameplay. Looks and feels the same I think in-game
Post #: 2
2/23/2022 12:20:54   
Kurtz96
Member

I did use Purple Rain a lot on my nuke mage build. For fights with heals before them and even some void fights, this I don't think affects much. Just stack, and nuke the boss like normal. The only difference is you end with less than full HP/SP instead of full HP/SP.

The area this affects is sustainability in questing. When you have 4 fights between heals it will be less sustainable. Especially annoying are those random multi mobs with massive amounts of HP.
AQ DF MQ  Post #: 3
2/23/2022 13:48:36   
Lv 1000
Member


quote:

Hypercrit- Unsure exactly how this change affects gameplay. Looks and feels the same I think in-game

This change prevents abuse of Arms of the Dragonguard/Dragonguard Invocation with celerity which could lead to the player getting more than 1 turn of hypercritical, which was not intended.
Post #: 4
2/23/2022 14:00:09   
sunblaze
Member

So Silas is now element AND effect compression?

Thhats pretty cool I agree. The only sad thing is Snurdle is now a bit less interesting for me. But still nice job!
AQ  Post #: 5
2/23/2022 14:10:05   
Elemental Magician
Member

I only started using PR as means of SP recovery after using Shadowfeeder Pendant and Arcane Amplification combo during last years Blarney War (especially against the kingdom knights that could stunlock - who realistically should be vulnerable to Acceleration and not need upteen attempts from SFP). After that it was mainly to try and kill war mobs in Bloodmage in one turn while on low momentum to build it up or just finish the job if the mob was almost dead.

I can see why it had to happen eventually; I may not like it, but I can understand. All it means for me is that dodgey glass cannons or mobs with nasty stun effects/alternate element SP attacks are too risky or take longer than they have to in non blood armour. Again mainly concerning warring, battles might just take a little bit longer if I'm forced to be more wary. Granted Bloodmage might not be the best, but it's what I like to roll with.
AQ  Post #: 6
2/23/2022 15:30:52   
Sapphire
Banned


Old->Celerity-> arms of dragonguard gives the player 2 turns or 3 turns if second turn had hypercrit. Pet gets 3-4 rounds, too.

New-> Celerity-> Arms of dragonguard gives player 1 round, either the 2nd turn during celerity or the next turn if no celerity. However, if you cast arms on a celerity turn 2nd, the pet gets both turns still.
Post #: 7
2/23/2022 17:22:26   
.*. .*. .*.
Pfft hahaha!


I have the Purple Rain in my active slots, however I rarely use it, usually as other already pointed out, I usually used it for buffing up for some boss battle but other than that I found it really boring to buff yourself forever, so I think this was a great update and I think it is time to put it in storage, but the 1.05 empower + 40 Cha for 3 turns, is quite nice, unless you use it again.

It works a bit strange tbough, if you empower yourself with macadamageya nuts from bag of mixed nuts, it gives you 1.2 empower for 1 turn, and if you use Purple rain as well, it becomes 1.17 empower for 3 rounds.

Is anyone else having issues with charging Shadow Phoenix Feathers? It feels totally random. Sometimes I can't charge at all, and then it can jump by 3 per round.


Post #: 8
2/23/2022 18:22:29   
Sapphire
Banned


Seraphim of Ver does in fact give the pet/guest bth boost. This changed moved me to get it, but the boost, and *this wasn't mentioned*, was dropped to 8.57 each. Still nice to get the boosts, but should be mentioned and not left up to assumptions.



I said before I didnt use PR much, so it doesnt affect me a whole lot, but the new version is by-in large basically so worthless that it's no longer even worth ever using by anyone.
The charisma boost and empowerment are small, anti-synergistic, and beyond ridiculous to put these PUNY effects together. It's like they took the manifest pride idea (elem empowerment w/ charisma) and doubled down.

ELEMENTAL EMPOWERMENT WITH BEASTMASTERS (CHARISMA BASED) IS COUNTER TO LOGIC....in case anyone needs assistance ...elemental empowerment only applies to the player. Beastmasters mostly rely on charisma to boost their guests and pets. It's a waste..for 200-something SP? Thanks, but no thanks.

Even AQ-wiki rated the manifest spells, which are UR, as really, really bad.


Purple Rain simply needed a check ...

Here's a better solution

Three versions: All versions get the old quick cast starting point, but each costs something rather than free. No saves. All 3 versions reset Monster HP only.


Version 1-> Purple Rain(HP) ->Costs 50% Melee SP upon quick cast to start a renewal point. This costs a turn, too. Later when you cast it again, it costs 50% SP again, and yours and monster HP is moved back to the amount at first cast. You do not regain MP and SP like before. This serves as a HP do-over. SP and MP unaffected.
Version 2-> Purple Rain(MP)->Costs 50% Melee in HP upon quick cast to set up renewal point. Disclaimer-> IDK how much is 100% HP, but the cost should be significant enough to be a risk. This costs a turn. Later, upon casting again, you lose HP the same as the first cast and you regain MP back to what you had at the start. SP unaffected.
Version 3-> Purple Rain(SP)->Costs 50% Melee in HP upon quick cast to set up renewal point. Disclaimer-> IDK how much is 100% HP, but the cost should be significant enough to be a risk. This costs a turn. Later, upon casting again, you lose HP the same as the first cast and you regain SP back to what you had at the start. MP unaffected.


Version 2 and version 3 can be used as quick cast buffing,depending on the quick cast, and costs you a turn *and* HP's to do it. This is fair, and doesn't completely move away from the original usage. This also creates a decision to use all, or 2, or 1 in your inventory. This is also an indirect "cost", albeit that might not be "in their balance standards", but it *is* a cost (common sense) to be considered. And resetting monster HP prevents casting spells/skills, then PR, and casting more (free damage to the monster)

Also, all 3 can be used in the same battle, but the mechanics is if you start one, the other 2 get locked out. You must "close out" the loop on the one you used, in order to begin the other. This would avoid using the HP reset first, do full cycles on the others, then use the HP loop to close it...and resetting all...making it a longer winded version of the original.

Usage cases:
Version 1-> You just got beat down, and need to try again
Version 2-> MP-based buffs, and perhaps if the monster dodging your spells, it acts as a spell-cast do-over if you wanted to go that route. Costs HP and a turn.
Version 3-> SP based buffs, and perhaps if the monster is dodging your skills, it acts as a skill-cast do-over if you wanted to go that route. Costs HP and a turn.

Much better solution than what it became.




< Message edited by SapphireCatalyst2021 -- 2/24/2022 10:00:17 >
Post #: 9
2/24/2022 10:24:34   
Kaizoku
Member

Been a long time coming. Now to just walk Essence Orb on to the block too.
AQ DF MQ  Post #: 10
2/24/2022 13:30:19   
J9408
Member

^and Prime Chaos Orb?
Post #: 11
2/24/2022 15:43:20   
Sapphire
Banned


PCO is mostly OK. Maybe it could use a per-click cost either in SP or MP, although MP to me makes more thematic sense, but likely less so balance wise.

I do sometimes get bombed by too many clicks simply trying to get a specific element .

Another minor fix could be a limit on clicks to maybe 5 or so? But a complete nerf or redesign would be problematic. Rebalancing of GGB items and all pay to own items is not off the table, but I would be extremely careful on the direction nonetheless.
Post #: 12
2/24/2022 17:52:37   
Branl
Member

quote:

PCO is mostly OK

No shot bucko. It pretty much makes compression weapons worthless and makes element specific nuking setups MUCH more powerful than they were intended to be. And it's... totally free.
Oh and it makes imbues mostly irrelevant (unless they boost damage too).
AQ DF  Post #: 13
2/24/2022 18:08:17   
Sapphire
Banned


They already added the lock to your menu and the same boost to monsters. While this boost is less significant for the monster than it is for the player due to how you always can equip gear to defend against it's element and equip weapons/spells to hit against it's weakest, it still is a risk. None of that is free. That's a ridiculous assertion.

I did say it might could use maybe an SP cost per click or a max number of turns maybe something like 5, so players arnt clicking 20 times like currently. That's something.

Staff isnt concerned about nuking anyway. Anyone paying attention will notice that against most monsters anymore these days most all things that can be stacked to overpoweredness is fair game, but it's the boss monsters that matter. Items that can bypass boss monsters are far more likely to be looked at. This is why PR, and the Mp/Sp regen of DL weapons were such a big thing. PCO *can* somewhat override boss mechanics in the element switching, but there does exist form switching immunity that IMR already mentioned in the design notes and it already exists in the game. Caecus is one.

That's all they'd have to do.

Damage caps versus bosses prevent nuking.


Nuking is highly overrated, and overstated. If a monster has 5k-10k HP, who cares if you can hit for 36k. There's no need for it ...at all. It's just time wasting clicking a million things to get there.

Irregardless of your "No shot bucko" "I know better" tone, my opinion stays despite it. It's *mostly* ok. They already placed some balancing factors, but might need a minor add on ..something like I've said already.


A complete overhaul into ruination like they did with PR would be very very bad. UR GGB stuff is fair game for adjustments, sure, but I would just advise on being careful with the specifics of any adjustments considering GGB's can be considered as "paid for" in most cases.



< Message edited by SapphireCatalyst2021 -- 2/24/2022 18:12:14 >
Post #: 14
2/24/2022 19:16:24   
Branl
Member

On top of the effects of menu lock being able to be circumnavigated a lot by pre equipping, it's also totally optional. PCO can be cast without any menulock once per turn, which is a lot for completely changing how to tackle a monster and potentially breaking encounters. And, if you are willing to admit that the lean shift is more of a upside than a downside, then that's not an argument for the item being properly balanced. I'll put it this way: A compression weapon to cover an 8th element is outclassed by PCO, since PCO means you don't have to run that compression weapon and don't have to deal with the implicit penalties it carries for being a compression weapon (that it can't have other effects). Imbue spells that don't boost damage need to have VERY good secondary effects to justify using it over PCO or you need to be fighting a challenge boss with form shift immunity. Despite your claim that "everything except challenge bosses is fair game", I believe there's still some intended form of balance for quest bosses and yes, even normal monsters. If that wasn't the case, there was no point in doing anything to purple rain aside from tagging it.

Damage caps help somewhat, but enemies with low res mods for instance can have their expectations completely scewered by purple rain getting a - modifier off a commonly covered element, like fire, on top of increasing damage they take (which you have noted is a bigger penalty to monsters than players). Those monsters would either need to have modifiers designed specifically for Prime Chaos Orb, which implies that it's imbalanced compared to other items, or be a new challenge monster and form shift immune.

"No shot bucko" is just a cheeky way of saying "I disagree with you". If you took anything from that beyond that, that's you pulling out what you want me to be saying. Obviously you will have your opinion and I mine. I don't recall denying you your right to an opinion nor claiming" I know better" beyond thinking I'm right (which is just called a disagreement).

Purple rain is not "ruined". It was just bought more in line with what an item that lets you keep any buffs you cast and debuffs cast on monsters. It actually costs SP, which all signifigant non mage spells should. And it has a debuff to further pay for the fact that you are net gaining sp + buffs from casting it.

And I heavily disagree that premium items need to be balanced on a different scale compared non premium items. Balance is balance, if a item is balanced poorly, it's in the best interests of the integrity of the game that it's balanced to be in line with other items. Premium items in my view should only be a way to have other options, not to break the game's balancing expectations. This is from someone who has a lot of premium equipment.

< Message edited by Branl -- 2/24/2022 19:21:06 >
AQ DF  Post #: 15
2/24/2022 20:27:33   
PD
Member
 

Already stated what I thought here (Summary: I think it was good and necessary) but a few other things I thought of since:

1. Wondering if going forward that the staff is going to try to maintain the look and feel of items being adjusted instead of changing functionality entirely. Sort of a soft landing approach of keeping what is passable and what is not. Maybe this approach is for the better if it means preserving the diversity of playstyles while acknowledging that some things need to be fixed while also keeping angry sentiments down.

2. A potential downside of the above approach is that by retaining the look and feel of items, bosses still need bubblewrap to prevent them from becoming trivial because the very existence of an effect can become problematic later on. Even though it's no longer possible to stack QC's endlessly like you used to, you can still do to a lesser degree so we still need to have Form Shift Immunity going forward instead of a more radical solution of just getting rid of PR's rewinding effect entirely. That being said I think that the number of bubble-wraps that bosses have now is still somewhat symptomatic of problematic items. Having access to such items means you have to then change a lot of bosses to ensure that said few items don't trivialize them. On the other hand limiting access to effects while deeply unpopular means there's less need to bubble-wrap bosses to counter effects that don't exist or are very difficult to pull off under normal conditions. By letting 5 bad items exist even in lesser form, you still need to update 100 bosses to remove the possibility that they ruin the game. On the flip side fixing 5 items and removing problematic interactions in of themselves means you don't need to update 100 bosses which is a lot less work, but of course a lot less popular.

3. The same goes for PCO (BTW, thanks Robyn for the education!). I can only make a guess but I don't think it'll get changed too much from what it does now. Perhaps in the future if it gets changed you'll only be able to stack to a certain amount and only once per turn and/or battle. The reasons for not going under radical change being that: people paid UR's for it, not wanting to kill off playstyles, ensuring item diversity, and time needed to re-work things. We could get rid of scrambling and thus remove the necessity of adding more bubble-wrap for enemies, but again this is a highly unpopular thing (and I do not endorse this approach).

4. I can't help but feel of thinking of the old refrain of "The Sweep needs a Sweep". I would say the game has radically changed in its gameplay assumptions and I would say is a lot different from even 2-3 years ago. If you look at the info-subs anyways, things that are relatively commonplace now were not so even 3 years ago. Because we're getting very good at manipulating numbers and creating new ideas I have to wonder if at some point we're going to need a process change to account for the need to re-center our assumptions every few years. There's a lot more knowledge out there and a lot more people educated at knowing how things work so the necessity is more important than ever.

Since these things probably aren't going to drop all at once (although I kind of wish this would happen because it would spark a longer period of re-investigation and interest) I can only say people should probably stop relying on things that are well known to be on the hit list. As I said earlier I'm awaiting what kind of changes are going to be made, whether radical reworks or just small changes here and there.

< Message edited by PD -- 2/24/2022 23:45:26 >
Post #: 16
2/24/2022 22:27:13   
J9408
Member

For PCO, maybe the shift's could have a substantial HP,MP, & SP cost every time you use it? This would make people think twice about using it.

And perhaps give END stat some more attention.

The lore explanation is the power of chaos is volatile or something like that.
Post #: 17
2/24/2022 22:29:05   
dizzle
Member
 

This might be a cold take here but I’m honestly not opposed to challenge content having this “bubble wrap.” To an extent of course. I don’t want to see bosses that have layers upon layers of resistances, but I also like the idea of keeping fun items fun (PCO). Making challenge bosses immune to certain effects keeps the game interesting for people who enjoy strategizing. I’m a big fan of how they handled PR because it’s still an extremely useful item, but you can’t use it to cheese your way through challenge content. It keeps the casual players happy and actually makes challenge content a challenge.

With that being said: I don’t think it’s right to lock items behind these challenge fights/gauntlets (like underwyrmling or moglin fan etc). Similar to how they handled Virophage, War-Torn, and Horror Nightbane, just give the people who beat the challenge a title and let everyone get the item rewards. I think that would be a good way to keep everyone happy. I’ve got an open mind to other ideas so if anyone has any ideas I’m interested.
AQ  Post #: 18
2/25/2022 3:14:21   
PD
Member
 

More thoughts:

1. A simpler way to express what I said earlier without the reasoning:

More fun / strong items = more bubblewrap for bosses required
Less fun / weaker items = less bubblewrap for bosses required

Though when I say bosses I mean any boss or last quest enemy in general (unless AQ staff deems necessary to only have such preventative measures for certain bosses and not every "boss" unit). I'm in agreement I think it's good to have some fun items around because otherwise the game is not fun to play but nonetheless it's a lot more work to be sure. I just think it's better to start off with a low baseline because people tend to be greedy about player power perception. Once introduced they do not want to go backwards so reducing this greed means starting off slowly with effects and trying as hard as possible to not go beyond that.

2. I remember quite a long time ago that with the old EoN it used to refund both HP and MP, and then eventually just HP to prevent people from double casting spells for free (unless my memory is failing me). I don't think there's probably going to be any adjustments but I wonder if PR should have only been limited to rewinding just your HP values while the enemy gets a complete reset. This way it would have still served a purpose in allowing you to make a mistake in battle while not allowing you to double-dip/free-cast on buffs as most of them use either MP or SP. Otherwise as I said I'm just not a huge fan of rewinding mechanics (looking at you next Father Time!) as there's inherently a lot of room for abuse in regards to being able to negate or make meaningless a lot of penalties and costs. Nonetheless we'll all have to accept it and design around it (bubblewrap) unless there's budget for yet another rework or they just decide to take it away from us.

3. That said since we'll probably just accept bubblewrap this is still an arms race. Every new effect may one day require a new bubblewrap measure. Maybe one day we'll figuratively get bosses that looks like this. And it wouldn't be far-fetched either considering the whole premise of April Fools 2008 was centered around a similar theme of being overly safe and protected. Burn Builds? Extinguished Status (immune to burns). Poison Builds? Healthy Status (immune to poison). Dodge Builds? Sniper (always autohit on every attack). Maybe we'll even rename Form Shift Immunity as "Constituted".

4. Penalties need to be designed in a way that doesn't make a trivial to get around them. The reason penalties exist is because they're the cost to gain a certain amount of power. Otherwise it's just free buffs. In the case of PCO menu locks are only conditionally bothersome. If I'm a warrior I probably don't care about a spell lock. Likewise for mages that don't really utilize weapon attacks when they get their attack button disabled. Even an essential lock can be walked around by just using an equivalently available option that isn't locked away. Damage intakes and MRM reduction tend to fall in that same category in that often times people don't even notice them because battles end far too fast for them to make a difference if at all. In the case of MRM reduction sometimes it might even be a GOOD thing (Backlash)

< Message edited by PD -- 2/25/2022 3:55:06 >
Post #: 19
2/25/2022 3:57:14   
Aura Knight
Banned


The once per turn cast is what makes this version of purple rain annoying. Delaying a fight for no benefit helps no one. Cast 2 already comes with the added penalty of us doing less damage due to the choke inflicted in the player as well as a rather high loss of charisma. The charisma loss may only affect beast builds though but that turn delay is inviting reason to scrap using purple rain altogether. At best it's now a fight reset for when things go very wrong. Removal of turn delays would make it worth keeping but for a game where most strategies involve finishing fights quick the new purple rain lost its place.

AQ DF AQW  Post #: 20
2/25/2022 7:28:21   
Sapphire
Banned


@Branl
1. PR needed changed. I have never argued that point. It is, in fact, ruined. Not because it was changed, but the specifics of the change. What it changed to has made it not worth keeping in your active inventory IMO. You will see players scrap using it altogether soon. The debuff part just persuaded players to not use it. Self-choke and self imposed charisma drop because choke doesnt affect pets/guests makes the case usage for PR (buffing) pointless since you'll actually get debuffed in the process. The father time shields will replace it's use...at least until they are changed. The better strategic shift will be in the form of MP/SP healing min-modding, which I have already been doing instead of PR playstyle. PR's change doesnt affect me at all, but I know there are MANY players who abused it and this change, I promise, will cause players to move away from using it altogether. What I advocate for is changing items to try and keep the spirit of the item in play, while rebalancing it. I feel the change to PR went beyond that. I already outlined in post #8 something that I feel keeps with the spirit, nerfs it, but makes it worth using still. It's just an example of a better fix.

2. All boss monsters are not the same. There are some you cant do certain things with, and there are others you can. There are some meant to be easier for build A, and other monsters easier for Build B. The statements made about bosses isn't new. Staff are always creating ways to counter player strategies, which are always item-based. This isn't cause for PCO to be redesigned .

3. I am unsure who said premium items shouldn't be touched. I have and always will advocate that all items are fair game. *HOWEVER*, whether you wish to acknowledge it or not is up to you, but the *reality* is that items from token packages to be purchased and GGB's, while shouldn't be untouchable, should be treaded lightly on, if a change is to be made. And I have said this elsewhere, changes need to be decided extremely soon after release (same for bug fixes) as to not aggravate players who may have paid for, obtained, and used (and sometimes abused) items that staff says they havn't had time to "fix" due to the weekly release promise. That doesn't mean not to change something if it was released so long ago that it automatically should be ignored more, this is a "best practice" approach going forward if I had to make a recommendation, that's all. They may, and will, adjust old stuff as they deem fit. That's their assigned task, if need be. As it pertains to PCO, again, I stated it is *mostly* ok, IMO, but I could see for sure 1. Limit total clicks (best fix) 2. Per click Sp/MP/HP etc cost but the rest of the mechanics remain. This is an example of what I explained in #2. Keeps the mechanics, desirability, just nerfs the "over-use"...ie 20 clicks, etc. This is the same for PR. People were infinity-buffing. LIMIT THAT, keep the mechanics, and thus, most of the desirability.
Post #: 21
2/25/2022 22:13:55   
Death Jr
Member

sad change. i was having fun with a beastmaster warrior build. why charisma of all things lol
Post #: 22
2/26/2022 6:55:42   
Sapphire
Banned


^The choke debuff is less effective with beastmasters, so they added a charisma drop that they likely calculated to be approx equal to what the choke would do. Having both likely affects most everyone except maybe the lasher builds
Post #: 23
2/26/2022 16:42:04   
Kilvakar
Member

It's pretty much useless now. As Aura Knight said, *maybe* some people will use it as a fight reset if things go terribly wrong, but the whole purpose of it to begin with was to get buffs and celerity and then reset your mana/SP used so you could attack at full strength afterward. Now it literally does nothing.

I honestly don't understand why people want anything that makes battles easier nerfed all the time. This is a single-player game where you already have challenge bosses and fights that require you to use specific cheese strats to win. This isn't Dark Souls, lol!

If it's about the Mage vs. Warrior debate, the staff has been adding more options for other build types. And some people don't want to take 10-20 turns to beat every fight? Not every character is a tank that clicks attack every turn, nuking is just as fun and valid a playstyle so why all the hate for it?
AQ  Post #: 24
2/26/2022 18:21:23   
PD
Member
 

PR was never designed to be used that way, people only started doing that after the fact. The metagame of our current year 2022 is vastly different than what it was like it was in 2016. A lot of the ways people used PR until recently were only released AFTER PR was released. Arcane Amp/Buffalot/Poca were released after PR, and Shadowfeeder pendant is well known to be an exploit and up for the nerfbats. Essence Orb came along years later. The Z-Gauntlets even later. The only exception to this is Love Potion #731 which was released before as a seasonal item, which even then wasn't really intended to be spammed because SP was a lot harder to regenerate in 2016 than in 2022 where SP regen is now a much more accessible mechanic.

If anything it got off easy (too easy in my opinion, but for now I'm satisfied with where it is for now until further down the line when we inevitably find another abuseable interaction). The rewind mechanic still exists, just that you're not allowed to double-dip on resources as easily as you used to. And in the past the AQ team has been very clear it doesn't like it when people get resources for free. If anyone's able to remember, Eye of Naab used to reset your HP/MP values to what it was the previous turn. But it got changed when it started to trivialize every battle by allowing people to double-dip on spellcasting. Eventually it got changed to only reset your HP values, but even this got adjusted because people would just get a strong nuke setup, deal massive damage and then reset their HP so to get free damage without suffering any negative consequences. Now it's at a point where it doesn't even have a rewind mechanic anymore (it does something completely different) because it literally cannot exist in any form with how the game is now.

Single-player balance is important because the game isn't only played by you. It's played by a lot of people and AQ has a responsibility to ensure everyone who plays the game has a good experience. And even discounting that, AQ has multiple features which involves interactions with other players albeit in an indirect way. Estates, Wars, Donations, Contests, etc. Some of these things are even competitive in nature at times. So yes, there still remains reason to have a more holistic perspective on things, and item balance is one way that things are kept fair for everyone.

< Message edited by PD -- 2/26/2022 19:56:41 >
Post #: 25
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