@tomgo32000 Do you know if the main dmg formula changed? A friend told me some low % SFR skills in kTEST were doing a lot of dmg. Are people complaining about the nerfs exaggerating?
you can check here:
We have to wait and see how it plays out. Chaplain still has add damage and that should be a bit better than it was I think⦠tho I checked the attribute and its also nerfed back to 50% of atkā¦but at least not more than that xD
There are rly weird sfrs tho that I donāt rly get. I would say PD seems even more worse than chaplainā¦and at the same time Pardoner seems badass⦠xD Ppl talking about Alchemist here didnt check on Pardoner xD
IMC now hammers the coffin nail once and for all. It was good while it lasted, once I was told that games that keep changing the percentage, āRemakeā of skills and class, is generally not a good game or the company is no good.
And once again (how many times has it been again ā¦), IMC was 1 patch away from bringing Monk buffs into IToS, and decides to flipping fiddle with Monk before it reaches IToS on the next batch of updates ⦠also ironic that SFR overhaul happening just after a Monk patch like when Monk received Nirvana Energy Blast but got screwed due to a similar SFR overhaul when Arts System got released, oh the nightmares ⦠God Finger Flick becoming one of my main DPS skills, good job IMC ⦠gimme a break.
JK guess Iāll wait for KTest and KToS to play around with it (inhales copium) ā¦
The information that many do not know, is that all enemies have had their HP reduced by a sizable amount. Looking at the SFR/Buff changes, a lot of quirky builds are now much more viable than before. Sure āsynergyā has been reduced across a lot of classes, but now builds that were once possible (pre-Rebuild), that were lost due to forced synergies, could now show up again. Certain skills are no longer deemed mandatory from a build where you may have wanted to take or put more points into another āXā skill.
Old builds such as PD-Pard-X, is now an option. Heck, I can finally go back to my old full Lycanthropy Wolf form build without feeling like I do no damage. In actuality I think I came up with a new build I could do with these coming changes.
Overall, I see these changes as an opportunity (If done right), to lead ToS into an interesting class design future.
I see what theyāre trying to do, but I feel my main problem is they shouldnāt be touching Skill Factor Distribution across skills within classes while deleting stuff left and right, and just kept to flatly reducing damage across the board by the same amount first instead before trying moving forward. Its not like IMC isnāt notorious for funky balancing. When I see things like one God Finger Flick being a better DPS skill than three Palm Strikes or one Energy Blast (imagine one coin toss being better than epic beam), I do have to wonder whether the person in charge of these numbers actually play the game. The skill factor changes gives me serious Re:Build launch vibes when IMC brought down the damage in Re:Build and we saw cases like Double Punch (an auto attack stance back then) having almost the same Skill Factor as literal basic auto-attacking so IMC had to buff damage up all over again.
I get that IMC wants to remove forced synergies, but Cleric DPS is still either Physical or Magic (and Chaplain + the stat attribute classes) while other classes have weapon restrictions to abide when making builds so I wish IMC donāt do things halfway and leave such things in limbo. Then again, IMC is already trying to shoehorn this patch to KToS tomorrow of all the patches IMC could try rushing to KToS. I can only pray they actually adjust stuff, things were finally going great for Cleric DPS last month ā¦
As stated in this topic, i can see the positive and the negatives parts of theses change, which i would like to point it out
The positive and most obvious is the āfreedomā of choosing whichever class you want without the need to pick some classes to have a acceptable damage. Like, dark mages have some issues when doing Remants of Bernice. With this patch, we could go Elem-Shadow-X without any problem.
The bad points of this is that the game gets more simple and less and Interesting, killing sinergies from classes, which have been a thing since its launch. Picking the most strong 3 classes of a class tree to be competitive does not seen interesting to me.
I hope that, with time, they come with āweak sinergiesā, that buffs a little bit classes in things in common (like cryomancer buffing 5% ice damage from other classes).
people complaining about the lowered sfrs are exaggerating because they fail to mention mob HP went down from 25-75%. EP 13 field mobs are only like 1M hp, things in HG1 are between 10-16M HP and bosses 40M.
Was watching Ktest streamer and he was still killing 3 stacked mobs in HG 2 as chaplain (nerfed omegalul) inquis zealot in about 30 seconds.
Gamers just donāt like ānumber go down.ā There are builds whose playstyles were dismantled by the changes, and itās not 100% certain whether or not those playstyle changes were necessary yet, but as far as SFRs go, it seems like jumping the gun.
If mobs have less HP, you need to deal less dmg. Things changed to scale.
Also this makes skills with lower SFRs buffed by comparison because now they arenāt absolutely useless. There will still be winners and losers from the balance change, because not everything will do uniform damage, but to see ānumber go downā and rage just seems silly to me right now.
Problem isnāt really SFR and HP went down by x% but not all skill went down equally. Some class went from constant stream of damage to wait 60 seconds then burst for 10 seconds repeat which make it really boring by game play.
Also with removing synergy mean you went from balancing like 4-5 build per base classes to balancing 12 sub classes and we know IMC track record with those.
The last white knights wonāt understand or purposely ignore what you said.
They really think that people are angry because the number of digits is going down.
Iām not angry with SFR digitals, Iām angry with Visible Talent nerf, duration accumulated 10sec to 5sec and Deploy Cappella: Repentance was deleted.
Yeah I donāt really get why Visible Talent needs to be touched. Reducing Binatio and Aspergillum SFR will proportionally reduce Visible Talentās output as well. Reducing its duration is simply doubling the nerf, and itās not as if Binatio / Aspergillum receive less nerf than other classes.
The problem is not ānumbers go downā, I felt powerful enough when the damage cap was 4m or something like that. The problem is that the SFR reduction feel arbitrary to most Skills, regardless of their impact on the Class, and theyāre doing this ALONG the removal of synergies. It feels too much at once without testing enough.
The good side is that if itās done right it can make any Class viable to the point where you pick what you like and the performance is going to be good anyway. I hope this is the case and we start seeing more ādeadā Builds and Classes, like Sapper.
If itās done wrong, everything will stay the same, where thereās a clear strongest build and every other Class is too far behind to compete. Iām hoping for the good ending, I believeeeeeeeeee.
I think itās because of add damage again⦠Iām sure with reduced sfrs add damage will be a bit better but⦠tbh I think they are doing it again that they think add damage is some magical op thing⦠when itās notā¦
Iām pretty much upset that Monk patch was one patch away from reaching IToS and I never got to play with it before this potential chaos came, and that the SFR distribution across skills in Monk is all kinds of whack (I can rant about this for a long time but Iāll hold back), but enough of that.
Iāll pretend the patch doesnāt exist until KToS full patch notes are released, until then ā¦
Zanasā Soul cosmetics in JToSās Otherworld Gacha, a Zanasā Doll and a Zanas Effect Costume.
I hope they keep going until DMG cap way down to 1million again. DMG progression stoped having meaning after that, just pointless bloated numbers.