Tree of Savior Forum

Petition: Nerf Agny Necklace. A lv 170 Rank 5 should NOT make same/more damage than lv 270 Rank 8 classes

In rank 8 content there are already immune monsters and boss to fire and links and can even absorb fire damage to heal.
It’s possible they will even more in the future and future ranks too.
Instead of just immune damage or auto healing it would have been better a -50 -75% damage reduction instead.

With the lighting agny to come, the zaibas may hit damage cap in rank 9 because of krivis + druid 3 + taoist 1, it will bring the opness to a level never seen.

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I want a slash damage agny.
I also want a “cleric you are able to heal your allies, do it” agny.[quote=“Y100Grand, post:120, topic:347707”]
the ice necklace
[/quote]

Won’t these be weaker, by the way? I thought it would be something like 200% increase (I guess I saw it on the kr tosbase) where agny goes up to 400%, keeping cryos as their support roles and enhancing the dps role of pyros.

Would be kind of logic, for once…

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Right who am I kidding this is IMC implementing an band-aid items, there’s no ‘one way or another’, they’re surefire bound to fck it up.

hah and worse of all they would do the op damage whilst nullifying pyros damage

I do believe that things need to change though. We just can’t say that Agny improves on pyros now means the necklace is ok. The problem itself is the damage of the low rank classes isn’t balanced to high rank content.

Hence stuff like Transcendence and Agny are implemented, but both are bandaid solutions given the nature of how damage works in this game. Both of them don’t address the issues of low rank classes being weak at end game. For every fire skill the developers will have to add a different modifier for Agny, so next time if there are other fire based skills added, they will have to modify this necklace too. This isn’t good item design imo.

No amount of items created nor item power boosts will address the gap in damage in between classes of low and high rank.

If IMC really wants their concept of “80 distinct classes” to pull through and market as a key selling point of this game, they will need to rework on making each skill % based on a core stat so that skill damage will increase along as the character gets better equipment and levels.

And/or maybe take a look at the suggestion I posted some posts ago on how to make all classes viable while retaining flat damage skills and not resorting to fire/ice/lightning/holy/dark/slash/pierce/blunt necklaces.

Link below:

It’s not even complicated, every skill keeps their random flat number, and just a scaling ratio from 0.1 for low cds skills to 3 for long cd skills for example.

Add rank 9 weapons with armor penetration required and % hit for magic damage and we won’t need to go into inflated numbers.

k

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Yes. And Vubbe Gloves are lvl 15. Arde Dagger is lvl 75…

Why is this bad ? Do you prefer when people have to be rich or spend one month to find an item ? It’s the same result if only one Pyro have it on the server, oh no wait it’s even worst.

Same for Pyromancers, Agny alone is not strong enough. And as people said before, those Pyro with only Agny and bad gears will deal pretty bad damages at high level.

It is not a coincidence, it doesn’t mean it’s OP or unbalanced. This game lives thx to cashgrab bait.

This is how this game is working. The Agny necklace itself is not the problem.

You are welcome.

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pyro players everywhere

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And what’s the difference between having Agny on lv120 or 220 or 315? In the end it changes nothing. It kinda justifies itself as the “overpowered” DPS gets lowered on higher level content.

Lethargy already doubles any Strike damage and is a Rank 1 class skill debuff. Same goes for Rodelero, you start having more Strike debuffs at Rank 4 (Lv.70-80 ish IIRC) so you can have your damage increased by 3 or 4 times already at that level.

Honestly, I’d rather have Agny easier and make leveling easier for Pyro than make them level all the way to 315 to get a necklace to be able to do any damage. Or even worse, better than locking Agny under few people farming a world boss or higher level dungeon or low % drop (look @ Battle Bracelet threads).

Rogues + Karacha Set; Any class + Five Hammer; Fencer + Venier; Quarrel Shooter + (Didel) Grand Cross and etc.

There’s a lot of “this class must use this” or “you should use this weapon” things in the game. Agny just became “famous” because people started crying about it because you make your build based on lower ranks instead of higher ranks, which changes nothing.

I’d rather nerf Doppels, Murmillos and Dragoons doing 199k damage for free (not depending on items) than Pyros needing to be locked on an item to deal 100k damage at maximum with almost max attributes and T10 weapons and vulnerable to any melee attacks, rain, storm calling and reversi D:

On a side note, for higher level content (non-boss) I’d prefer to play on my Wiz3Linker than on my Pyro, lol. On competitive bosses people don’t even use Pyros because they do 0 damage.

So, as a last thing: “Agny is too op for a Lv120, Rank 5 thing”. Would it be balanced then as a R6-R7 gear? lol

My main point is that there is no balance.
Agny isn’t balanced, because the classes aren’t.

There is no need for nerfs or buffs or whatever, they simply need to revamp entirely the damage system and scaling of each class and stop creating such bugs like doppel’s one literally quadrupling its damage. Neither this or agny are good on a balance scale.

[details=Things IMC don’t care about*][quote=“LunarRabbit, post:131, topic:347707”]
Lethargy already doubles any Strike damage
[/quote]
Sadly most pyro/wizzies are too occupied casting their fireballs, links and trying to achieve n°1 on damage rank to use this debuff, which sucks. I rarely see even full support wizzies using this.[quote=“LunarRabbit, post:131, topic:347707”]
And what’s the difference between having Agny on lv120 or 220 or 315?
[/quote]

The difference would be that it would be harder to achieve, so not all the only-meta-players would go for pyro, making class synergies, party play or whatever links to teamplay, completely inexistant.
How to solve this to make everyone happy? REVAMP CLASSES[quote=“LunarRabbit, post:131, topic:347707”]
I’d rather nerf Doppels, Murmillos and Dragoons doing 199k damage for free (not depending on items)
[/quote]
Doppel is reliant on glass mole cards, and even worse, on a glitch, so it won’t last.
Murmillo is extremely expensive to play, just look at the cost to increase the lower rank damages.
Dragoon is op, but at the moment, it’s either a class is overpowered or it sucks. Let’s remember swordsman at R7.

Agny is not op, this item, such as BiS items, should never exist in MMOs, you do not need those if you have built a strong, variable class balance.[quote=“soldatazur, post:129, topic:347707”]
Yes. And Vubbe Gloves are lvl 15. Arde Dagger is lvl 75
[/quote]

Those won’t increase damage by 400% and you can clearly do without them.[quote=“soldatazur, post:129, topic:347707”]
Same for Pyromancers, Agny alone is not strong enough. And as people said before, those Pyro with only Agny and bad gears will deal pretty bad damages at high level.
[/quote]
Then same for everyone, with bad gears, everyone would deal ridiculously bad damage where a pyro would have agny to elevate a bit the thing. Pyromancer isn’t the “special snowflake” of tos, a lot (all?) of classes are suffering from flat/low damage.[quote=“soldatazur, post:129, topic:347707”]
The Agny necklace itself is not the problem
[/quote]
It is a problem, but it’s not the main one indeed, if they could start changing the damage formula on skills, there would be no need for agny, but then they give us items like this so they won’t ever do it at this pace.[/details]

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On that I agree :V for how the system is atm tho, Agny is ok.

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If and only if IMC devs are at least a little bit smart which I strongly do not believe in then…
Agny could simply be the easiest way to test how adding multipliers to more skills in general helps classes to be viable (balanced) again (and see it works, pyro is back alive). If one looks at the code - it’s a huge pile of ■■■■ / mess. Crawling around in the code trying to add some multipliers to skills actually is hard work because of the well messy code but if you look at agny’s code it’s just an added multiplier to skill ids - very easy to implement. So it could be seen as a test to add multipliers to skills in general for all classes to be relevant in the long run.

But then again IMC devs are totally dumb. That’s just wishful thinking in the end.

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Too much meemz, sorry.

Agny is not a way to balance the game but a way to make Pyro viable. IMC is unable to balance their game since CBT. I agree with your points but it seems IMC come from another world where logic is rare to find.

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if agny nerf all pyro die, prist more dmg than pyro, this is normal? Pyro max dmg in game is normal.

Lol if something is weak people yelling it’s useless, if they do something to improve it people go crazy. Tree of nerfs lol.

It’s slowly becoming one of those MOBA BS :cold_sweat: where the defeated kids will cry for nerf and the devs listen(Although IMC is hue)

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IF only they’d listen! ehm, any example of them listening?

Although a better nerf would be a proper buff to everything so it’s not miles superior. That so called rework of the formula.

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