It would be good if the speed deceleration effect of a ghost's life drain is capped to a certain extent.Right now it seems that a mass of those fiends can slow you down to the extent of outright standstill.And you all know it almost always leads to insta-death.
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Nerf for Ghosts.
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I'm pretty sure each chain decreases speed by 50%. If the speed nerf was removed or lessened (capped as you say) I would be happy. I have so many runs ruined because 3 of them latch onto me and I get hit by arrowsANB #1- Mage Rank 17... T107 in 9:47
ANB #2- Mage Rank 1..... T116 in 9:54
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I don't think this should be nerfed, in fact I think there should be more abilities that are as dangerous. Enemies *should* be dangerous, you *should* have to pay attention to what you're fighting and use different tactics to deal with their abilities/weaknesses. The game shouldn't be grab every enemy on a map with no thought needed and nerf anything that isn't vanilla. Make enemies different, make enemies dangerous, make players pay attention and adapt.
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Fair thought,but still I feel that a cap is required.The speed reduction to infinity just doesn't seem fine,and yes even with a speed reduction cap they would still be dangerous and you would still need to decide when to engage them,so I don't feel it is a concern.A challenge is fine and must,but excessive challenge is just a bummer.Originally posted by adjacentengels View PostI don't think this should be nerfed, in fact I think there should be more abilities that are as dangerous. Enemies *should* be dangerous, you *should* have to pay attention to what you're fighting and use different tactics to deal with their abilities/weaknesses. The game shouldn't be grab every enemy on a map with no thought needed and nerf anything that isn't vanilla. Make enemies different, make enemies dangerous, make players pay attention and adapt.
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Ghosts are NOT a problem.Originally posted by Primus View PostIt would be good if the speed deceleration effect of a ghost's life drain is capped to a certain extent.
It's Elite Archers that kill you.
Also, pinball Skeletons - that's messed up.
But Ghosts? Not a problem at all.
If they just nerf the Archers, they can buff the Ghosts.
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Ghosts are not a problem below T100 as their DPS and toughness are manageable and hence even long streams can be survived,making it feel as no problem.But cross beyond T100,you will find their DPS combined with their maniacal speed reduction makes you die real quickly,especially if either they are a large group or are accompanied by ranged enemies.Originally posted by GrauGeist View Post
Ghosts are NOT a problem.
It's Elite Archers that kill you.
Also, pinball Skeletons - that's messed up.
But Ghosts? Not a problem at all.
If they just nerf the Archers, they can buff the Ghosts.
As for archers and pinball skeletons,either you can dodge them or in case of latter the devs are going to do something about it.But ghosts in mass can only be dealt with by blinking away,and hence the suggestion for devs to do something about it.Last edited by Primus; 03-30-2018, 06:50 PM.
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As long as the heal over time isn't too strong then it will be good. (other wise it's just a big nerf to mage because it has to pull a lot of mobs together which will include healers usually.)Originally posted by Rytrik View PostHealers are going to be doing HoTs vs direct heals. That will stop the endless "Nearly dead...OMG FULL HEALED" mechanic we have now.ANB #1- Mage Rank 17... T107 in 9:47
ANB #2- Mage Rank 1..... T116 in 9:54
Live LB- Mage Rank 3..... T122 in 9:05.
Live LB- XP Mage ........... T112 in 7:55/ T100 in 3:25.
Click here to see my gameplay videos.
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That, and as long as they can't cast it TOO rapidly. Because if they can repeatedly cast HoTs on mobs in the group, then you're right. It'll be a different type of challenge..Originally posted by Purple Potato View Post
As long as the heal over time isn't too strong then it will be good. (other wise it's just a big nerf to mage because it has to pull a lot of mobs together which will include healers usually.)
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Ah, I was thinking it as an aura and not an ability that is cast. Makes more sense that it would be the same as now just not immediate.Originally posted by Rytrik View Post
That, and as long as they can't cast it TOO rapidly. Because if they can repeatedly cast HoTs on mobs in the group, then you're right. It'll be a different type of challenge..ANB #1- Mage Rank 17... T107 in 9:47
ANB #2- Mage Rank 1..... T116 in 9:54
Live LB- Mage Rank 3..... T122 in 9:05.
Live LB- XP Mage ........... T112 in 7:55/ T100 in 3:25.
Click here to see my gameplay videos.
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please not auras ... lol... please. that'll make it worse. at least when its off it's managable...Originally posted by Purple Potato View Post
Ah, I was thinking it as an aura and not an ability that is cast. Makes more sense that it would be the same as now just not immediate.
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Auras are horrible, since there's no way to shut them down. With HoTs or direct heals, it's possible to silence & knockback, which can disable spells from being cast. No auras.Originally posted by Purple Potato View Post
Ah, I was thinking it as an aura and not an ability that is cast. Makes more sense that it would be the same as now just not immediate.
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