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Quote from Blenfjorn: “Strong players deserve the buff because they put more time/money into the game and are risking more if they die. #BuffsForTheBuff #MightMakesRight ” We already had this discussion, my opinion remains the same - if you are not skilled enough to wield the benefits of your IP increase, the advantages you failed to learn should not be handed to you simply because you want to.
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Quote from Quagga: “IP scaling rework would also be a great solution, for example, each next tier after T8 gives +30-50 ip instead of 100 this would fix all the problems with mist/cd etc. especially mobility meta would have a hard time because IP stacking would no longer be so strong.. ” Funny how this was a thing before F2P came about. They removed something which fixed the power creep, instead, they contributed to it in every single update which followed.
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Quote from Captainrussia: “Wasn't at some point curse ticking from 1st second, instead of 0th? And would that even change anything? ” It would mean that the curse player will need to delay their casts by 0.6s, as the second natural tick would occur at 3s. But let us be realistic here, SBI will never put an emphasis on skill now that we have a mobile player market.
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Quote from Captainrussia: “I feel like this "double proc" talk is very very minor ” Every time you get 2 curse Q1s in a row, it plays a massive role. Every time you miss the 2-4s window is a DPS loss, as you're essentially loosing a single DoT tick's worth of damage. Against melees curse gets its Q1 casts almost immediately as they come off cooldown, so it's not a rare occurrence either.
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Give more spells the ability to be cancelled mid-cast, but put them on a fixed small cooldown if you do.
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Quote from Captainrussia: “what is this "double proc" everyone keeps talking about ” Since DoTs start at tick 0, there are 2 ways to trigger their damage: 1. Apply it 2. Wait for it to tick down on its own A "Double proc" would be applying or refreshing a DoT right after it ticks down on its own, meaning you get 2 instances of damage in a period less than the natural delay (in this case 2s). Quote from Captainrussia: “What I did notice is that the DoT does not take any DMG bonuses it seems ” It …
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@The_Support_God The standalone DoT proc is unaffected by any nerf as long as it triggers in the 2s-4s window. So the CDR nerf only affects the DoT proc at application and the direct damage of vile curse. If I take your numbers from above (36 for direct, 117 for dot) the nerf only applies to ~57% of overall damage, which would be roughly an 11% DPS nerf and not the aforementioned 20%. You also get the ability to actually use CDR food with curse Q1 now, which is a sidegrade of sorts.
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Quote from The_Support_God: “All i see is 3 nerfs to Cursed Solo play. ” It's hardly a nerf due to double proc. Quote from Captainrussia: “yeah, its a 20% DMG nerf is what it is. ” You clearly have no idea how DoT mechanics work. Quote from VseOtlichno: “First of all, it removes double damage proc from course stacks. ” It does not. The on-application DoT triggers on projectile arrival, not on cast. This just means that you can carelessly spam Q and it will autotime the double proc for you even i…
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Quote from Lockemup: “game really needs more anti dash mechanics ” Dash length cut by slow % when active, roots blocking dashes during their duration, as a suggestion. CC should counter mobility, but when you have dashes that are affected by literally nothing, especially 3-slot mobility weapons such as daggers or gloves, what stops them from just slamming head-first into the keyboard for a disengage, as long as they have an upper hand on meters covered per unit of time (which is every other weap…
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Quote from Mandulf: “If anything needs to be done to 'rescue shields' ” You got one thing wrong. The % defense modifier becomes active only after accounting for the magical and physical damage resistances provided by armor, not the other way around. So for example, if you have a full cleric cloth set at 1200 IP (that's what I have the data on hand for) your stats will look something like this: HP - 2354, Armor - 127 (56% phys res), Magic resist - 151 (60% magic res); A taproot at ~1200 will have…
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I remember seeing something on the forums among the lines of the sarcophagus outperforming the taproot when you have a healer, but only after you get healed for ~5 times your max hp value, which is honestly not impactful at all. It probably was useful at some point when TTK was much larger, but definitely not now.