Why the Conjure nerf was a bad idea.
Nash
For one, it's made the game more dependant on items, which isn't good. A skill now requires you to have a certain item to use, that can't be right...
Also, why would you want to take an elemental hilt (or string, whatever) over a Zealous hilt? It's just not smart, so now the skill is pretty pointless to anyone but those who don't know about the uses of a Zealous upgrade. Conjure/Zealous is now viable for only Dragon Swords, since they have inherent fire damage. This means favoring 2 already overused skill lines; Sword and Fire.
The nerf was executed poorly, and the issues with Conjure could be handled in a much better way... Instead of forcing you to have a certain hilt, why not just have it part of the spell, that it converts your current damage type to whatever elemental damage of the Conjure you're using?
Conjure Flame
Lose all enchantments. For 60 seconds, your attacks do fire damage and strike for an additional 1-13 damage.
Conjure Lightning
Lose all enchantments. For 60 seconds, your attacks do lightning damage and strike for an additional 1-13 damage.
Conjure Frost
Lose all enchantments. For 60 seconds, your attacks do cold damage and strike for an additional 1-13 damage.
Also, why would you want to take an elemental hilt (or string, whatever) over a Zealous hilt? It's just not smart, so now the skill is pretty pointless to anyone but those who don't know about the uses of a Zealous upgrade. Conjure/Zealous is now viable for only Dragon Swords, since they have inherent fire damage. This means favoring 2 already overused skill lines; Sword and Fire.
The nerf was executed poorly, and the issues with Conjure could be handled in a much better way... Instead of forcing you to have a certain hilt, why not just have it part of the spell, that it converts your current damage type to whatever elemental damage of the Conjure you're using?
Conjure Flame
Lose all enchantments. For 60 seconds, your attacks do fire damage and strike for an additional 1-13 damage.
Conjure Lightning
Lose all enchantments. For 60 seconds, your attacks do lightning damage and strike for an additional 1-13 damage.
Conjure Frost
Lose all enchantments. For 60 seconds, your attacks do cold damage and strike for an additional 1-13 damage.
cpukilla
That isn't exactly a nerf then is it nash? I actually like how they worked the nerf in, this way there is a good tradeoff that you have to sacrifice energy to get the extra damage of the conjure. I'm not sold on it though, because it does have all the drawbacks you mentioned as well, and the dragon sword loophole.
Right now conjures are the only way to get a max dps, and there should be some sort of major drawback involved with boosting your dps as significantly as conjures let you.
Right now conjures are the only way to get a max dps, and there should be some sort of major drawback involved with boosting your dps as significantly as conjures let you.
Nash
Stacking Barbs + Weaken Armor gives you more damage than Conjure. Sure, it's just one skill compared to two, and so on... But claiming you need it to max out your DPS isn't true.
Atleast the latest nerf was not the way to go.
Atleast the latest nerf was not the way to go.
Dave III
Um, I need clarification on the term "nerf". I'd seen it before and thought it was gamer slang for "removed, without warning or explaination" but the way y'all are using it here that doesn't seem to be right.
Dave III
Dave III
Nash
Nerf this!
Zrave
nerf means weaking, in general. Think of the nerf toy.
As for the topic at hand, I think that stacking buffs was a problem and the devs realized this. I'm not saying that this is the solution I would have chosen, but I'll live with it.
About the zealous mod being better than having a conjured weapon, now that is a problem with the zealous mod, isn't it?
As for the topic at hand, I think that stacking buffs was a problem and the devs realized this. I'm not saying that this is the solution I would have chosen, but I'll live with it.
About the zealous mod being better than having a conjured weapon, now that is a problem with the zealous mod, isn't it?
Nash
You suggesting they nerf Zealous?
Dave III
Ah, Thank you. Now I know. And knowing is half the battle. ^_^
Dave III
Dave III
Sausaletus Rex
Quote:
Originally Posted by Nash
You suggesting they nerf Zealous?
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WNxTyphoon
Quote:
Originally Posted by Dave III
Ah, Thank you. Now I know. And knowing is half the battle. ^_^
Dave III |
GI Joe!!!
At least Dragon Swords look the coolest...

Nash
Quote:
Originally Posted by Sausaletus Rex
Consider it this way. As a Warrior or a Ranger is there ever a situation where you'd consider another upgrade besides Zealous? If not, there's a problem.
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Sausaletus Rex
Quote:
Originally Posted by Nash
Well, is that problem that Zealous is too good, or that the others are bad, is another question.
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Personally, I'd say it's pretty hard to buff everything up because energy is that huge. Properly played a Zealous grip can give just a Warrior a caster's level of regeneration. You'd have to make the other grips extremely powerful to make people consider leaving that alone. But it's a bit hard to dip a Zealous grip a lot lower than what it is - the problem's at the high end where people are cutting every corner they can, for a novice player that +1 en per hit is probably pretty well balanced. It's just htat it's very abuseable if you know what you're doing. I don't know how to solve it. But then again, it's not my job to solve the problem, the devs get paid for such things, not me and I'll leave it in their hands as long as I can point out that there *is* a problem.
Nash
Well, the other upgrades are pretty pointless, I can't think of one useful. Course, I haven't seen all upgrades though (is there a list?).
Bgnome
last i heard, GWG was working on one.
Dreamsmith
Seems to be Conjure used to be more powerful, like (1..17) instead of (1..13) or something like that. When they nerfed the damage, I assumed it was because of how useful that was to a W/E and the like. The way it works now, however, I wonder if bumping the damage back up might help bring balance. If Conjure were more powerful, an elemental hilt might start looking more attractive than a zealous one...
Zrave
yeah the other bonuses are all rather minor in comparison.
Off the top of my head, we have (not sure which pieces have what)
+30 health
+4 armor
+4 armor against physical (higher?)
+4 armor against elemental (higher?)
+% damage against a species
+4 vampiric, -1 health regeneration
+1 energy gain, -1 energy regeneration
elemental mods
lengthen conditions (specific)
lengthen hexes
lengthen enchantments
+8% speed, -% critical
Off the top of my head, we have (not sure which pieces have what)
+30 health
+4 armor
+4 armor against physical (higher?)
+4 armor against elemental (higher?)
+% damage against a species
+4 vampiric, -1 health regeneration
+1 energy gain, -1 energy regeneration
elemental mods
lengthen conditions (specific)
lengthen hexes
lengthen enchantments
+8% speed, -% critical
Shrapnel_Magnet
If anything, I think Dragon Swords are just the tip of the iceburg for weapons... Perhaps we'll have other Elemental Swords and such with "cool looks"... Makes sense that they'd carry the idea of the Dragon sword over to other weapons, even bows... perhaps there's even a flaming bow we have yet to see?
I think it's still too early to judge the balance of the items as we've yet to see them all. Well, some of us may know more about this than others...
I think it's still too early to judge the balance of the items as we've yet to see them all. Well, some of us may know more about this than others...
Dave III
Quote:
Originally Posted by Shrapnel_Magnet
If anything, I think Dragon Swords are just the tip of the iceburg for weapons... Perhaps we'll have other Elemental Swords and such with "cool looks"... Makes sense that they'd carry the idea of the Dragon sword over to other weapons, even bows... perhaps there's even a flaming bow we have yet to see?
I think it's still too early to judge the balance of the items as we've yet to see them all. Well, some of us may know more about this than others... |
At least, that's the way it'd happen in Dave Land. ^_^
Dave III
Ensign
Quote:
Originally Posted by Nash
Conjure/Zealous is now viable for only Dragon Swords, since they have inherent fire damage.
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Quote:
Originally Posted by Nash
why not just have it part of the spell, that it converts your current damage type to whatever elemental damage of the Conjure you're using?
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I'd have still rather just hit the damage, but this nerf would have been ok if not for the Dragon Sword loophole.
Quote:
Originally Posted by Nash
Stacking Barbs + Weaken Armor gives you more damage than Conjure.
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Quote:
Originally Posted by Sausaletus Rex
Consider it this way. As a Warrior or a Ranger is there ever a situation where you'd consider another upgrade besides Zealous? If not, there's a problem.
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If I only got one weapon it'd be a Zealous one 90% of the time - energy is just that important. But it's similarly important to have fallback plans, as evasion or blocking can make switching to even a normal weapon more reasonable.
Upgrade parts I know of:
Hilts/Hafts/Strings:
Ebon: Earth damage
Fiery: Fire damage
Icy: Cold damage
Shocking: Lightning damage
Furious: 20% Chance of double adrenaline on hit
Barbed: Lengthens Bleeding duration
Crippling: Lengthens Crippled duration
Cruel: Lengthens Deep Wound duration
Heavy: Lengthens Weakness duration
Poisoner's: Lengthens Poison duration
Zealous: +1 energy gain per hit, -1 energy regeneration
Vampiric: +4 health stolen per hit, -1 health regeneration
Sundering: +10% Armor Penetration
Pommels/Grips:
Warding: +8 Defense vs. Physical
Shelter: +8 Defense vs. Elemental
Defense: +4 Defense
Fortitude: +30 Health
Swiftness: +10% attack speed, -% criticals (removed from game?)
Enchanting: +20% enchantment duration
Attribute: 20% chance of +1 to attribute when using skills
Monsterslaying: +% damage vs. species (can't say I paid much attention)
I never saw the lengthens hex duration upgrade - anyone confirm it or its name?
Peace,
-CxE
Nash
Quote:
Originally Posted by Ensign
Because that wouldn't really be a nerf. The idea was to limit the applicability of a Conjure, to force a Warrior or Ranger to make sacrifices if he wanted to use it. Just changing your damage type to elemental damage wouldn't have been an effective nerf. We're trying to fight off buff stacking here, after all.
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walder
I'm a little lost here, but what would be the advantage to using Ebon weapons as a ranger? Also, could someone explain the Dragon Sword loophole because I'm missing that as well.
Scaphism
Ebon weapons do earth damage. Almost no one has armor that gives extra resistance to earth damage. Elementalist Geomancer armor is one of the rare sets of armor that does- but they are horribly unpopular. In an envinronment where we have many fanboys claiming how superior flare is, and where searing heat and rodgorts invocation are two of the most popular PVP spells, despite being worse in every case to the alternatives, which would you pick? Armor that gives resistance for fire, or armor with resistance to earth?
That's why a ranger (and warriors) want to use weapons with earth damage.
Dragon Sword Loophole:
Standard weapons have 2 possible upgrade slots.
Swords have an upgradable hilt and upgradable pommel.
Hilt pieces include the elemental modifications and zealous upgrade.
Dragon swords come with 2 upgrade slots, but they already have inherent fire damage, which means you can put a zealous upgrade in the hilt, giving you a fiery zealous weapon. That's impossible to do on a normal sword because they occupy the same upgrade slot. Therefore you can have a weapon capable of benefitting from conjure flame and at the same time giving you the benefit of +energy on hit; that's the loophole, on a weapon that's already absurdly popular on looks alone.
That's why a ranger (and warriors) want to use weapons with earth damage.
Dragon Sword Loophole:
Standard weapons have 2 possible upgrade slots.
Swords have an upgradable hilt and upgradable pommel.
Hilt pieces include the elemental modifications and zealous upgrade.
Dragon swords come with 2 upgrade slots, but they already have inherent fire damage, which means you can put a zealous upgrade in the hilt, giving you a fiery zealous weapon. That's impossible to do on a normal sword because they occupy the same upgrade slot. Therefore you can have a weapon capable of benefitting from conjure flame and at the same time giving you the benefit of +energy on hit; that's the loophole, on a weapon that's already absurdly popular on looks alone.
Zarconis
I'm a bit confused as to what the actual nerf was. I remember casting Conjure FIRST then everything else to stack my buffs. What exactly was different again, sorry if i missed it. You just came out with a complaint about nerfing but didn't really show what it was previously. (Outside a small damage reduction)
mostro
Read Scaphism's post again. Regular weapons (swords) can only be upgraded with either elemental upgrade (adds elemental damage) or zealous upgrade (add +energy per attack). The current conjure can only be used on weapons with elemental damage, so you can only use conjure on weapons with elemental upgrade. Gone are the days where you can use conjure on weapons with zealous upgrade.
Except for the dragon sword, which already have fire damage even without any upgrades...
Except for the dragon sword, which already have fire damage even without any upgrades...
Hado
I agree with you that the Conjure nerfs were a step backwards in gameplay.
People were using them not because they were uber, it was because the alternatives were just so bad (take Weaken Armor and Barbs for example, with 30 second recasts they are virtually unplayable in PVP). In general, Enchantment stacking is fine, especially with skills like Conjure Element that take an eternity to recast once removed. There aren't enough good ways to deal damage, anyway. In higher levels of play, purely offensive teams will always lose out to a team that focuses all their resources on high defense (which includes mass monk healing enchants, damage mitigating enchants etc) and I don't think that's balance.
In case you're wondering, my problem lies with removing all the low recast, low cost enchants..there just aren't any effective enchantment removal options to counter a team based on that.
People were using them not because they were uber, it was because the alternatives were just so bad (take Weaken Armor and Barbs for example, with 30 second recasts they are virtually unplayable in PVP). In general, Enchantment stacking is fine, especially with skills like Conjure Element that take an eternity to recast once removed. There aren't enough good ways to deal damage, anyway. In higher levels of play, purely offensive teams will always lose out to a team that focuses all their resources on high defense (which includes mass monk healing enchants, damage mitigating enchants etc) and I don't think that's balance.
In case you're wondering, my problem lies with removing all the low recast, low cost enchants..there just aren't any effective enchantment removal options to counter a team based on that.
mostro
Quote:
Originally Posted by Hado
In case you're wondering, my problem lies with removing all the low recast, low cost enchants..there just aren't any effective enchantment removal options to counter a team based on that.
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tastegw
i kinda like the change. it does balance things out with warriors and rangers for the most part.
there are other ways to control your energy with both of these charater types.
its all about build preference to me. you can sacrifise the zealous mod just to use conjure skill. if you dont want the sacrifise then keep the zealous sword or bow. thats the balance. you cant have your cake and eat it too.
hehe.
as a warrior lets remeber your role as a teammate, your not there to be the killer on the team, your there as a nusance. somebody who can stand there and take some blows for your casters so they can do the killing while you look like your killing something. with a warrior, go into battle with some defensive skills to keep some pressure off your monks. the less they have to heal you the warrior the more sucess your team can have. you will get your heavy blows in when your target begins to fallback, give it patience.
or, just get a dragon sword.
and the only way to do that is to quit your pvp only character and make a pve character.
there are other ways to control your energy with both of these charater types.
its all about build preference to me. you can sacrifise the zealous mod just to use conjure skill. if you dont want the sacrifise then keep the zealous sword or bow. thats the balance. you cant have your cake and eat it too.
hehe.
as a warrior lets remeber your role as a teammate, your not there to be the killer on the team, your there as a nusance. somebody who can stand there and take some blows for your casters so they can do the killing while you look like your killing something. with a warrior, go into battle with some defensive skills to keep some pressure off your monks. the less they have to heal you the warrior the more sucess your team can have. you will get your heavy blows in when your target begins to fallback, give it patience.
or, just get a dragon sword.

Narcism
I agree with Ensign, in my opinion this was a way to fight the buff.. example: the Order of the XXXX spells now only work with non-elemental weapons... so you can't have Order and Conjure working at the same time...
walder
Oh, I understand now. If they remove the fire damage from the Dragon Sword then I think the Conjures will be fine. However its bad to give one particular weapon a distinct advantage.
Nash
Quote:
Originally Posted by Narcism
I agree with Ensign, in my opinion this was a way to fight the buff.. example: the Order of the XXXX spells now only work with non-elemental weapons... so you can't have Order and Conjure working at the same time...
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Pharalon
Quote:
Originally Posted by Ensign
you get to work around it simply by using the right piece of equipment
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Quote:
Originally Posted by Ensign
Vampiric: +4 health stolen per hit, -1 health regeneration
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Quote:
Originally Posted by Ensign
Swiftness: +10% attack speed, -% criticals (removed from game?)
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Quote:
Originally Posted by Ensign
I never saw the lengthens hex duration upgrade - anyone confirm it or its name?
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7th Angel
walder
Lengthens Hex would be a ridiculous mod. Think about a extra long Backfire. You could really sway a battle if you can keep Backfire on a monk without using an Echo or Quickening Zephyr as well.
Ensign
Quote:
Originally Posted by Pharalon
you're combining the rewards of grind with the ease of making a PvP char with a perfect setup.
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The new PvP character system is clearly a step in the right direction, but this is one of those issues they need to iron out. People shouldn't feel like their PvE characters are just bad versions of a ready-made PvP character with the same skills.
Quote:
Originally Posted by Pharalon
Vampiric is +5/-1 for hammers, +3/-1 for axes and swords
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Quote:
Originally Posted by Pharalon
Doesn't exist as far as I know. You can get +damage vs hexed foe, but not +hex duration.
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Peace,
-CxE
Pharalon
Quote:
Originally Posted by Ensign
The new PvP character system is clearly a step in the right direction, but this is one of those issues they need to iron out. People shouldn't feel like their PvE characters are just bad versions of a ready-made PvP character with the same skills.
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The Dragon Sword is a good example of something that should be available to RP characters but not PvP characters. You're essentially giving that toon an extra mod for free to compensate for the fact that they can't just completely retool between rounds, with new armor, runes, mods and so on, and it's really one of the few ways you can stop RP chars being totally sub-standard in PvP under the new system.
Quote:
Originally Posted by Ensign
Excellent change. Where do bows fit?
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Ensign
Quote:
Originally Posted by Pharalon
You're essentially giving that toon an extra mod for free to compensate for the fact that they can't just completely retool between rounds, with new armor, runes, mods and so on, and it's really one of the few ways you can stop RP chars being totally sub-standard in PvP under the new system.
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In order for any of this to matter, RP characters need to have access to these items, though. Sure, a RP character can build up an advantage by actually using all 4 of his weapon groups, but that doesn't mean anything if he can't find a weapon as good as what they give a PvP character.
It's a careful balance - they want PvP characters to be competitive, but they don't want people to feel like their RP characters are gimped for PvP. What we saw during the BWE was a fresh system, though, I'm sure the kinks are still being ironed out.
Peace,
-CxE
Ellestar
Quote:
Originally Posted by Pharalon
Definately. An RP character with a decent number of hours pumped into it (say a toon that's run the entire campaign + a majority of explorable areas) should be at a slight advantage equipment-wise to a PvP char. They need that to make up for how resitriced they are in other areas, like skill availability, difficulty in retooling attribute and equipment wise, etc.
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Zrave
I recall hex duration mods some bwes ago, I guess they were removed. They were for weapons just like enchants mod.
Pharalon
Quote:
Originally Posted by Ellestar
Absolutely wrong. If there is ANY advantage of RP char over PvP char, then it means that you need to gring RP chars to be competitive. So it kills all idea of using PvP chars to PvP without a constant grinding.
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Besides, people aren't going to grind 100-200 hours, to get 1 extra mod on a weapon, only to have their build become obsolete a week later. I doubt you'll ever see an RP character in top tier PvP, even if you let them have a "free" mod on a weapon. The returns just aren't there for the time invested, and the returns are too easily nullified by changes in the metagame.
I want to see a situation where a good RP toon is competitive in your average casual PvP matchup. For that to happen, they need to have some advantages to combat their inherintly static nature.
trialist
Quote:
Originally Posted by Ensign
I also noticed that you couldn't unlock Major/Superior Vigor runes, which is also a plus.
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