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Thread: Damage nerf pvp

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    Member andreim's Avatar
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    Default Damage nerf pvp

    Regarding this matter, mana gain from heal on mages is useless now so please do something about this.

    It's not acceptable!


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    Its just a test so don't worry. They will try balance things up!

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    I have the same problem with rogue pack. And the nerf in damage
    Witch leads us to people with eyes have a advantage vs para. If sts were to nerf damage n health they should also consitter nerf crit n armor to keep the balance.

    Another hint to sts
    The 40% damage and 30% health nerf doesn't show in stats.
    And at last did you nerf the skill medical pack with 30%? Or our health?

    correct me if I'm wrong.



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    Forum Adept Zeazimeh's Avatar
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    Quote Originally Posted by leslietheone View Post
    I have the same problem with rogue pack. And the nerf in damage
    Witch leads us to people with eyes have a advantage vs para. If sts were to nerf damage n health they should also consitter nerf crit n armor to keep the balance.

    Another hint to sts
    The 40% damage and 30% health nerf doesn't show in stats.
    And at last did you nerf the skill medical pack with 30%? Or our health?

    correct me if I'm wrong.



    Sendt fra min HTC One med Tapatalk
    Health is same, med pack efficiency reduced.. Like each pack will heal 30% less of what it healed previously
    Eg=30%heal med pack will now heal 30x30/100=9%less ie 21% for each pack which healed 30% earlier

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    Thanks zeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeea

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    ya its a test but pvp doesnt need balancing zzz its those the random cry babies who complain when they die, pvp was 100% fine but cry babies came and now rip pvp

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    Forum Adept Safiras's Avatar
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    I think PvP is just fine with the damage and heal nerf, as well as the lack of mana recovery from Lifegiver. It means one has to be smart about using skills at the right time and not spam them as many people probably do. Mana management is one skill I personally am trying to master, and I believe this makes PvP more challenging and fun rather than a burden.
    Why do we fall? So that we can rise again.

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    Forum Adept Safiras's Avatar
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    Quote Originally Posted by Ireliaa View Post
    Well in heat of clash you have to spam aims you cant just wait on corner. It makes killing warriors pretty hard as rogue. simply mana gets short.
    warr doesnt have to do anything just proc the sword, even with heal nerf defensive abilities still exist which is harder to kill with %40 dmg nerf.
    Actually I find warriors more manageable now than before because the proc damage has also been reduced (thanks Justg for the quick fix btw). In any case PvP matches hasve slowed down, there are much fewer one hit kills like in the last week when they released damage limiters on rogues. Teams need to work together to take down the opposing side one member at a time. The only problem arises when there is tank stack on he opposing team. This is a problem that has never been fixed. I would suggest a solution but then tanks all over the world would cry foul. So I would just let sleeping dogs lie.
    Why do we fall? So that we can rise again.

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    Forum Adept Serillia's Avatar
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    Quote Originally Posted by XxpuretankxX View Post
    ya its a test but pvp doesnt need balancing zzz its those the random cry babies who complain when they die, pvp was 100% fine but cry babies came and now rip pvp
    PvP was not fine before....

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    Quote Originally Posted by Safiras View Post
    I think PvP is just fine with the damage and heal nerf, as well as the lack of mana recovery from Lifegiver. It means one has to be smart about using skills at the right time and not spam them as many people probably do. Mana management is one skill I personally am trying to master, and I believe this makes PvP more challenging and fun rather than a burden.
    I'm just poiniting out that lifegiver's mana gain is really pointless now. It might as well not exist. And i'm talking about twink level, of course. I simply run out of mana if i vs a tank now without any result.

    I find it unacceptable that the tank can recover his mana during pvp and mages can't anymore.
    ~I'm dreaming while writing. See the above result~

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    Forum Adept Safiras's Avatar
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    Quote Originally Posted by andreim View Post
    I'm just poiniting out that lifegiver's mana gain is really pointless now. It might as well not exist. And i'm talking about twink level, of course. I simply run out of mana if i vs a tank now without any result.

    I find it unacceptable that the tank can recover his mana during pvp and mages can't anymore.
    I was speaking from an endgame perspective, sorry if I did not consider the point of view of twinks. In fact I was discussing this with some friends before the update came, because we knew at twink levels the damage/heal nerf would be more keenly felt. So VB at twink levels is alot more effective than Lifegiver now?
    Why do we fall? So that we can rise again.

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    Quote Originally Posted by Safiras View Post
    I was speaking from an endgame perspective, sorry if I did not consider the point of view of twinks. In fact I was discussing this with some friends before the update came, because we knew at twink levels the damage/heal nerf would be more keenly felt. So VB at twink levels is alot more effective than Lifegiver now?
    Yep, that's it!
    ~I'm dreaming while writing. See the above result~

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    In my opinion now mage have a better change to won in vs with rogue and warr, but mage would be very OP when there was 4high gear mage, i think 4mage v 4 warr v 4 rog the result will end with mage won since mage will make alot of stun after the stun immunity off, no time for heal cause alots of fireball cominggggg lol. But its better if there was 1warr 2mage 1 rog

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