Raid Digest (24.02.23) | Raid Forum (2024)

"Sheep: sweet lump of wool or a dangerous, cunning animal?

Polymorph with its Sheep debuff was designed specifically for the Arena, hence its effect is strong in PvP battles. Still, it works randomly, its chance to proc is not that huge (5% chance of placing a [Sheep] debuff on the 1st Awakening level and max. 20% on the highest level). And most importantly, there is counterplay against Polymorph - the attacker can choose if they want to risk becoming a sheep, or choose a less debuff heavy option. There are no plans to tweak it for now.

As for other Arena-related Blessings such as Incinerate (HP Burn) and Lethal Dose (Poisons), we do not plan to expand their influence to PvE battles. The [Poison] and [HP Burn] debuffs in their current state are highly effective in PvE by design. Hence, any additional boost to them will only hurt the balance of the PvE combat.

We continue to monitor the performance of all Blessings and check the players’ feedback on them all. It is quite possible that more rebalances are coming in the future, and we kindly ask you to keep sharing your thoughts with us."

1: Polymorph - Yeah, counterplay: Please name for me a 'less debuff heavy option' to take down an enemy champ that best guess is around 4k DEF if not higher and probablly closer to 60K HP capable of healing at least 10k when my hardest hitting champions, without Decrease DEF or Weaken can only hit it for about 8k and I can't even use the HP burn, poison or bombs that you have tried to make a thing. Also - I don't know how exactly it's coded if it's a '20% per debuff attempted to be placed' or '20% one time for the skill used' - but the trigger rate seems way higher than 20% though could be I just have crap luck - to the extent I actively avoid teams with it. Unlike Brimstones meteor - that was far less a problem and nerfed overly hard - it can't be removed or anything as it's always protected, it still requires 0 ACC, and locks a champion out from really doing anything while ensuring that they will be reduced to 50% HP when they manage to turn back even if they hammer the rest of the team and never touch it again. Basically protected block active and passive skills with no ACC check needed and an assured reduction to 50% HP while hopefully landing the debuffs that may trigger it and hopefully nuke the other team before it's a problem. If your gonna nerf Brimstone so hard that even teh CC's and whales/krakens are going 'yo your screwing over the low spend/F2P players too hard' and that was a mostly PvE skill - this should at least get the same ACC and protection nerf hammer.

2: Incinerate and Lethal Dose - Well, lets start with the fact that, especially some of the newer content has been designed to be more resistant to some of those strategies with HP Burn and Posion. Things like Clan Boss have a cap on how much they can do even if they still add up. Let's also look at the fact you already have 'Poison Sensitivity' as an extremly limited thing that provides a 25% boost to poison damage - and don't tell me your concerned about it combined with the blessing there are exactly 4 champions that can abuse it within the current system. And here's the beauty of this - I can tell you the math against anything I know the damage for. As I recall HP Burn against UNM clan boss is the same 75K you see at least from hard and up - so, I can tell you that in a 50 turn unkilable that has the buff up 100% of the time from that champion - will add a total of 3.75 million damage - about 5% of what you need for the top chest agaisnt that. Posion sure, a bit trickier - lets say that because it can be stacked in PvE it only does a 50% boost, typically 8 times so there's room for a Decrease DEF and Weaken, that'd be 10 million more over 50 turns agaisnt UNM CB with 8 of them up at all time from turn 1, 5 milion more than the current champions with Poison Sensitivity can put out. So more than 5%, less than 15% of what you need to get top chest. Say you combine the 2 in this amazing scenario of 6 star blessing lego/epic with 1 HP burn and 7 Poison up at all times from turn 1 you will assure yourself 33.75 million of the 70 you need, instead of 23.75 million - all told you get 14% more of what you need in that wonderful, magical scenario. I'd have to test for numbers against other bosses but allow me to pose this question for particularly the oldest dungeons - why do you care? The odds someone has say 6* awakened Mordecai to lol burn the spider day 1 let alone 30 is pretty slim but so what if they do? The only thing these blessings will do - is aid players in progressing and do something about something many players have been complaining about - time reduction, cause the players already farming thse things with these - will just do it faster. It will add reason to want those blessings higher for new and old players, it's not like it's going to turn CB in to a joke, it makes content more accessible to us mere mortals, etc. And players happy that their runs don't take say 5 minutes now maybe 3, who feel like they can progress, compete, etc - are more likely to be happy, and happy players, are more likely to spend money than ticked off ones. Hell - I'm using 100% and 50% as the numbers just because - you could make it that PvE the effects are 50% on burn and 25% on poison just like sensitivity - you can play with those numbers, so that these can be used in PvE, without breaking the game, and I'm gonna say that if none of your team thought of that, that's a little concerning.

3: We're more likely to share our thoughts, when we actually feel like were being listened to. And here's a straight up suggestion I'm ripping from a game I used to play - but if you can do it, open up a test server x time before you do a patch to test things like balance changes. Pick a week/two/whatever where you have no CvC, no fusions, or other bigger events where we players can hop on and mess around with balance changes that may impact us and where we can stumble on to things like some of the bugs in skills (Geomancers insane reflect that needed a nerf) and evaluate changes first hand to give you feedback before it's tossed live and you have the lot of us annoyed and/or ready to grab torches and pitchforks. And unlike that other game - actually listen to us when we go 'woah this isn't working' and not go 'were shoving it out and we'll fix it later'. Cause right now - truthfully - it sounds like a lot of your changes are based purely on 'spreadsheets' or raw data, without any other context as to why the numbers are what they are, which literally when I was in game and simulation design 101 was a trap they tried to teach us to avoid. Case in point - Brimstone, it was a solid choice, and highly used not because it was super amazing, but because it was one of only a couple blessings that was actually useful with only 1 star awakening - too many of the others are either far too situational, like Incinerate and Lethal Dose, or don't reach their full potential till high awakening and therefore not as ueful till you can get the higher awakening like Ward of the Fallen making it a no brainer choice till you got the 6 star, or more likely, if. Were there more, better blessing options - like PvE bonuses on Incinerate and Lethal Dose, which you can do without breaking the game, and they weren't so insane to try and get higher awakenings between terrible rewards from Iron Twins, the joke that is trying to get stuff from other events especially thanks to your needleslly ever increasing fusion requirements that make us save resources to try and do one adn have to skip those events anyway, and the RNG of the shop - Brimstone likely would have been chosen less often.

Raid Digest (24.02.23) | Raid Forum (2024)
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