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You really suck at balance changes
glaphan 02/08/2024
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So this patches balance were pretty awful, as always.

Increasing Heath shadow duration, it's already too good if anything, when are you supposed to hit him, are you designing the balance around every match people having light Monkey King and dark Magic Knight, because those are the only things good against shadow besides Beast Riders if he's their target. God help us all in your trash battlefield, he's already extremely fun to fight against if you don't have those monsters…In a mode of instant killing the enemy summoner, he doesn't even appear on your targeting list, good design, very balanced.

1% damage reduction per 10% evasion, still a terrible way to get people to build it, if you have 4000 defense a defense roll will give like 3% reduction instead, and most probably have less or around that anyway, but buff for those 10,000 defense Heaths you see everywhere if they can still afford evasion rolls.

Buffing Heath's 2 best weapons and not the others, ok, and only against monsters, just keep it up with making monsters useless to use as anything but a tank, imagine using DPS monsters, which he can't be hit by, as he is killing them, even faster.

Wind Paladin, “nerfs”, uhh, you finally nerfed a Paladin, and it was the lightest love tap I've ever seen, at least she can't uhh counter block harmful and a 2nd debuff, so now fire Magical Archer will be more usable as a counter, but you even increased the healing, if that is a 30 second cooldown on the spellshield it's kinda ridiculous, might as well not even have it, she's still going to be an unkillable monstrosity while doing better support than a Kina could ever do.

Water Raven, uhh, if you didn't give him insane defense scalings, on an assassin he will be kinda even more useless, res down was useless but at least it could hide the frostbite behind it.

Wind Raven, wow, a weak point assassin, why do you only buff the root spamming things to disgusting heights, block harmful removal, 60% penetration on insanely high value, undead, all on the broken weak point attack concept, just another tool for those guys first picking or banning wind Dragon and then spamming every root monster in the game and still winning. Are you ever going to add a counter to weak point attacks besides Leo, because precision down is still only on a 2 star Mushroom if not specific summoners on water, not that that would be a good counter to them either without level 10, I mean those are on water weapons and he's wind.

Light Raven, another weak point assassin, least he's not nearly as good, artifacts revive is the best value, also kinda dumb since revive would probably be used to glass cannon if not for him being a weak point attacker now. I was so sure his artifact's soul link damage would be kept with his 100% cooldown reduction, would have been the funniest joke but you actually changed it to auto use, a good job, now if only you would do that to water Magic Knight like you did dark…

Dark Raven, uhh, pretty disgusting buff but at the same time useless, since who knows if someone has destroy heal set or not, least you weren't so incompetent to make it so the only counter was the set or light Paladin and added one to the new disgusting thing you buffed, but I use destroy heal on all my summoners so, useless against me or anyone else using it, and they'll never know before the fight.

Water Beetle Knight, harm the enemy when you are at your most desperate, ok…Would still like a buff for it to be usable, and fire after you just nerfed it to the underground, when it was already below zero.

Dark Beetle Knight, uhh, kinda feels more like a nerf, 15% could at least let you burst attack speed things, now he is just barely ever poisoning, a whole 25.9% shield will save him…

Fire Archangel, it's good you made something to counter dark Raven accessible to peasants, but destroy heal on tanks is still a stupid concept since you cannot ever kill them, and you don't know if the enemy has destroy besides dark Raven…

Wind Archangel, pretty disgusting buff, think he's better than my light Pioneer now, only advantage is he's backline so archers won't hit him I guess, but he is a knight with multiple times the tankiness, more revive spam, least I have plenty of revive counters, oh wait, I specifically do, but ALL THE ANTI REVIVE IN THIS GAME IS ALMOST ENTIRELY TRASH.

Light Archangel, it's one I own so of course the buff is nothing, now he will spam his counter more and refuse to cast his skills because he is in the middle of the long counter animation, really pointless to decrease the cooldowns of those, and his 2nd skill is still going directly into the tank so you need to soul link it to do any damage and have any value. You might have fixed Heath's ultimate issues this patch but Kina still can't hit any AoE monster ultimates since launch, thanks for all the effort in fixing that, and he is one of the worst offenders, not as bad as Chimera…REMOVE HER PUSH.

Why did fire Beast Monk need a silence range increase, anyone?

Water Beast Monk, besides his artifact this is a nerf for me, can't use him with my wind Fox anymore…

Wind Beast Monk, these changes are fine and his artifact is fine, actually good buffs, but just more broken tanks for DPS summoners…

Light Beast Monk, one I actually own so of course the changes are nothing, you didn't even increase the range of his pathetic 2nd skill's attack down and strip/damage, but you increased everything elses, skill acceleration when he strips, uhh, he already gives it to himself, what's the point, can't even let him reach 10 stacks or anything it's only 1 stack per use, 1 extra strip is nice but it only hits frontline monsters. Really banking on that cleanse heal being any useful…

Dark Beast Monk, removed the poison, now water Kina's new 2nd skill has even less targets to use it on, thanks, was already far too much poison monsters in the game.

Fire Chimera, what the fuck, I used to use him all the time but now he just looks like absolute trash, reflect gone so that's another 21% damage he is taking, mana cost increased so no more cheap provoke spam, self cleanse into immunity is naturally nice, but counterattack, what, 15% counters are so useless, and then you neutered his damage, no burn, far less damage, VAMPIRE, ON PURE HP SCALING, HELLO??? It's good on defense based monsters, but you can't just throw it on HP based and expect it to do something, especially with him taking 21% more damage than previously…Even if you made it 100% vampire it would still do nothing. Also kinda weird to have 2 provokes, use the 1st skill, then he instantly counters and overwrites the 14 second provoke with the new 8 second one, nice, and if something is hitting him, I don't need provoke most likely, and if I need to provoke manually, the 1st skill is the obvious answer…

Wind Chimera, I mean he was trash, he's still trash, just a watered down light Paladin with 80% of the kit gone.

Light Chimera, I have him so of course the changes were nothing, I suppose with water Paladin and wind Dragon I can at least knockdown spam, I mean wind Dragon will now remove the CC into immunity too so…Oh hey removing another useless push, HOW ABOUT KINA.

Water Valkyrie, good changes but just making more broken tanks for summoners, 120% crit damage reduction IS INSANE, so if you don't take 300% crit damage monsters you just aren't doing damage anymore, and those will just die, and won't kill the summoner anyway with the insane reduction and spellshield now, but hey, DPS summoners are unaffected too much, barely hurts their damage since they are at 400%, so losing 120% is only a bite, but any Kina bruiser, hmm, now they might as well not have crit.

Fire Hell Lady, was this a nerf? You neutered her AoE damage to give her a bit more single target and attack down.

 

Really pretty terrible changes overall, biggest winner is wind Raven, another root spammer being buffed to the moon…And more broken tanks for DPS summoners to be immortal behind. Rest were hardly even changed, feel every single one I have or used was nerfed even…

 

Ok phew, those Heath damage buffs were for PvE creatures, just Korean mistranslation.

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