Nerf city here we come....

Talk about Neversummer 4 with your fellow players.
LinuxPup
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Re: Nerf city here we come....

Post by LinuxPup »

To answer the original poster...

Nerfs are difficult to avoid unless we never add any new content or features. The nature of software in general is the more bells and whistles you add, the more likely something is going to break or not work correctly. We could either strip everything down to +1 sticks and rags and only have one area and no factions... that would be simplify things as a developer and be easier to balance, but that'd also be boring... not just for you, but for me as well.

Sometimes the changes aren't just nerfs, but enhancements (PDK, Assassins, RDDs, and Rangers for example).

Also something I've found out is, something can be overpowered but because so few people ever try using it, its not *known* for being overpowered. RDDs Ancient Dragon form is an example... it was around for a long time, even pre-wipe, but few used it and it wasn't really known as being over-the-top till many months later. RK has always been known as the underdog faction because few people play it, but with more users becomes more exposure to their bonuses/abilities.

Finally, I hate just nerfing something without giving something back... yeah so something things aren't quite what they used to be, but its not like there are less build options then there were... there's more actually.
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$chase$
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Re: Nerf city here we come....

Post by $chase$ »

what a joke. i love it when the first post that someone makes is whinning and complaining makes me HAPPY :!: :!: :!: :!: :!: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
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good thing im the DM then.............................lol

BlkMamba
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Re: Nerf city here we come....

Post by BlkMamba »

I agree

as i said Crazy, the miners token bothers the user more than the opponent
if the user is a melee cleric,
as i said earlier, i just assumed it was designed that way
to obscure clerical style buffs and it flowed onto the caster
so i just learned when to and not to use it
example, all my clerical ab buffs are gone and he needs some quick help
not as good as his own buffs, but its alittle help
and i told you earlier how to relieve yourself of its effects
something the user cant even do.

And none of what i make ever "rely's" on job tokens
when they work its nice, when they dont, oh well

Think i said it on my 1st post
Dont really care about the nerf as most just made the save anyhow

Peace out
Mamba...

Rainswept
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Re: Nerf city here we come....

Post by Rainswept »

LinuxPup wrote: yeah so something things aren't quite what they used to be, but its not like there are less build options then there were... there's more actually.
True, but all that's happening is the removal of weaknesses for other builds. Taking away thing like Stunner, Fear Auras, and Death Arrow simply make it far easier for players to build toons with crappy saving throws, while making toons that have good saving throws (or of course the massively overpowered PMs) completely immune to what's often one of the better abilities for a class, one the whole toon was designed around at some points.

Every nerf of one class or faction is also a boost to the other factions, allowing weak and/or easy builds to thrive in the name of balance. Kids won't grow up and make better builds if mom and dad are always looking out for them.

What annoys me most about nerfs is that the one group that -always- wins is the monsters. Used to be if I was leveling an RK I could work my beard off getting the Slammer as soon as possible, then when I couldn't find anyone my level (I often play during off-peak hours) I could at least have some help soloing because of the slammer. Or I could get some quick kills with my Death Arrow on another toon, or I could actually walk around if my toon wasn't a trap searcher... There have been like 10 changes in the last month or 2 to make simply getting around and playing a much bigger pain if you're not in a big party, and the big parties lag the server. Lose/lose for those of us that really enjoy PVM.
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Jacks Revenge
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Re: Nerf city here we come....

Post by Jacks Revenge »

Wasnt the reason the Merfolk helm, and the Xa-Yag rings Univeral Saving Throws +2 dropped to +1 for the reason that players almost always made saves, now with lowering DC's of Death Arrow, Slammer, Dragon Fear Aura, and so many more things that I cant remember right now, so more players may "pass" their saves seem a little backwards or counterproductive?

LinuxPup
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Re: Nerf city here we come....

Post by LinuxPup »

What annoys me most about nerfs is that the one group that -always- wins is the monsters. Used to be if I was leveling an RK I could work my beard off getting the Slammer as soon as possible, then when I couldn't find anyone my level (I often play during off-peak hours) I could at least have some help soloing because of the slammer. Or I could get some quick kills with my Death Arrow on another toon, or I could actually walk around if my toon wasn't a trap searcher... There have been like 10 changes in the last month or 2 to make simply getting around and playing a much bigger pain if you're not in a big party, and the big parties lag the server. Lose/lose for those of us that really enjoy PVM.
AAs are much more powerful than they used to be still. People played them and made good use of them before they got *any* enhancements. Same goes with RDDs... they used to have *no* dragon form at all. What about when there were no Dragon caravans either? 10 steps forward and 2 steps back is still progress overall.

AA's DC was too high... plain and simple. AAs don't even really *need* the bonuses to be worthwhile, so I don't get any of the whining about their nerfing. RDDs aura was a bit on the high end too... its now still useful against folks with low will, but not insane or anything.
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ashsagoon
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Re: Nerf city here we come....

Post by ashsagoon »

burrahobbit wrote:
ashsagoon wrote:If it's an exploit to use job tokens then please go after MA and NC. These guys are the worst of the worst when it comes to job token exploiting.
Thats nothing but a bunch of BS ashe. The second you brought it to our attention that the MA token was unshifting and dropping ab we stopped using it. When we told you gents about the RK token you used it more often, and as mamba says, he was already aware of the problem and used it anyway. So tell me again, who is exploiting?
I guess that didn't come across right Burra. It was meant to be sarcastic. As in if just using a job item is exploiting then ma/nc exploit the most (cuz they have the most visible job tokens, ie you can't tell if an SL toon or a TC toon has theirs on). I didn't mean at all that you guys were using them improperly, I just meant you were using them in their intended fashion and supposedly that's an exploit (according to what we were told).

So I apologize if it sounded like I was calling you exploiters, I was trying to be sarcastic.

burrahobbit
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Re: Nerf city here we come....

Post by burrahobbit »

:oops: apolgies :oops:

Its possible i am just a touch defensive these days :wink:

i'll try to keep it under control :D
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Lokey
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Re: Nerf city here we come....

Post by Lokey »

Mine job thingy is under investigation. It's weird, really weird ;) The other thing...failing a dc 30 will save...I guess even a dwarf can kill something in under 10 rounds that can't fight back.

Both will be looked at and nerfed horrendously, it just isn't going to be nao.
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Re: Nerf city here we come....

Post by mgrjebbo »

I am with you Chase.
Amoenotep wrote:Interesting turn of events.....

Korr
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Re: Nerf city here we come....

Post by Korr »

I just love how super fast monks need to learn to slow down now ';)
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