Ranloth -> RE: =ED= April 3rd, 2015 - Patch Notes - 1.6.43 (Balance) (4/4/2015 5:22:34)
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Parasite has received what is called a nerf-buff, depending on how you look at it. Shorter duration does make it a nerf, but instead, your opponent loses more EP and it's more effective when it comes to draining and returning in a short period of time (especially when you need it to drain, to stop your opponent). Flattening the progression should have a minor effect, but it will help when build making and getting your EP's worth - where there used to be diminishing returns before. It was objectively a balance issue, which didn't have a major impact on the game, but needed fixing at some point in time. At least all skills can now be trained to max level, instead of capping at L7-8 - I did so with my MoB. Bunker and Cannon were just a bit too powerful. Tech builds are very potent for both classes, but not to the point where a major nerf was needed. Considering it had 20% defense ignore and fixed 25% chance to Crit, something had to be lowered - defense ignore, so the nerf wouldn't be luck dependant. It's interesting how Static Grenade is back to 65% again, like it used to be but when improving with Tech. We'll be watching that one - whether 65% is a bit too high (and 55% was a bit too low), so if need be, it may be bumped down to 60%. Of course, we won't make a change unless there is a solid argument to do so, aka an actual balance issue. Lastly, Adrenaline will also be watched whether it's good now, or needs a nerf/buff. The damage is intended to be blockable, whilst the effect is not. With how Rage works now, if a Str abuser with base Support tries to abuse it, it'll have significantly smaller impact than Rage did in the past - 26% defense ignore, IIRC, with Merc's base Support. Not mentioning the skill itself deals less damage (85%) which means less Rage gained from it too.
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