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.
Why the Conjure nerf was a bad idea.
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c
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.
D
Z
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?
D
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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.
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...
Z
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
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...
D
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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
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Originally Posted by Nash
Conjure/Zealous is now viable for only Dragon Swords, since they have inherent fire damage.
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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.
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Originally Posted by Nash
Stacking Barbs + Weaken Armor gives you more damage than Conjure.
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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
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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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