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View Full Version : NERF with MOTU - but why?



Halifex
07-11-2012, 09:03 PM
Turbine Developers:

I was wondering why you nerfed all my characters? I mean I get that part of what makes Drow tough is their poison, so I can understand poison immunity no longer being immunity - in FAERUN. But why nerf it in Eberron?

Why nerf Freedom of Movement so it only works on certain magical effects? How about nerf it only in Faerun for the bear traps?

Why nerf disease immunity?

Nerfing what characters are capable of is never fun for the player community. If you think that some things are not challenging enough, maybe you could get get more creative by increasing the capability of the monsters. Increase their hit pts, their damage output, the variety of spells they can cast, randomize their spawn locations, there are many things you could do.

Why nerf pale masters and render death aura spells unable to be amped up by metamagics?

Spellpower seems nerfed on my death aura even wtihout empower and maximize. Here's the situation: I am using a one handed weapon that provides 9 implement sp (spellpower). I am using a necklace that provides 42 equipment sp to negative spells (Vulkoorim Pendant). I am level 13 wizard with Pale Master 1 and 2, these enhancements add another 70 sp to negative spells. Total negative spellpower = 121, or x2.21.

Death Aura should provide me with "healing" in wraith form of (2-8)+1/caster level per 2 second tick. On average 2-8 = 5. 5+13 caster level = 13. 13 * 2.21 = 40. But I am getting these numbers instead:

19
39 spell crit
24
39 spell crit
26
28
19
30

which a friend so adeptly pointed out looks like the spellpower multiplier is only being applied to the random element of the death aura (the 2-8 portion) and then 13 is added after the spellpower amplification. That certainly does not correspond to any of the literature I have read on how the spellpower mechanic works. I never read anything about random element only. Did I miss something?

I am frustrated. If some kindly developer could explain WHY these things were nerfed, it would help me be less frustrated.

Lazarus8
07-11-2012, 09:36 PM
Turbine Developers:

I was wondering why you nerfed all my characters? I mean I get that part of what makes Drow tough is their poison, so I can understand poison immunity no longer being immunity - in FAERUN. But why nerf it in Eberron?

Why nerf Freedom of Movement so it only works on certain magical effects? How about nerf it only in Faerun for the bear traps?

Why nerf disease immunity?

Nerfing what characters are capable of is never fun for the player community. If you think that some things are not challenging enough, maybe you could get get more creative by increasing the capability of the monsters. Increase their hit pts, their damage output, the variety of spells they can cast, randomize their spawn locations, there are many things you could do.

Why nerf pale masters and render death aura spells unable to be amped up by metamagics?



Spellpower seems nerfed on my death aura even wtihout empower and maximize. Here's the situation: I am using a one handed weapon that provides 9 implement sp (spellpower). I am using a necklace that provides 42 equipment sp to negative spells (Vulkoorim Pendant). I am level 13 wizard with Pale Master 1 and 2, these enhancements add another 70 sp to negative spells. Total negative spellpower = 121, or x2.21.

Death Aura should provide me with "healing" in wraith form of (2-8)+1/caster level per 2 second tick. On average 2-8 = 5. 5+13 caster level = 13. 13 * 2.21 = 40. But I am getting these numbers instead:

19
39 spell crit
24
39 spell crit
26
28
19
30

which a friend so adeptly pointed out looks like the spellpower multiplier is only being applied to the random element of the death aura (the 2-8 portion) and then 13 is added after the spellpower amplification. That certainly does not correspond to any of the literature I have read on how the spellpower mechanic works. I never read anything about random element only. Did I miss something?

I am frustrated. If some kindly developer could explain WHY these things were nerfed, it would help me be less frustrated.


Sorry, I'm not a DEV but I think the answer could be something along these lines....

They Nerf S**T because they have no idea how to build content around the effects and abilities that we have now so they nerf what we have and then say "Oh! but what beautiful new content we have for you to play with! Look at the purdy Graphics, and Fluff items we are giving (selling) you to boot" <--After casting mind fog btw.

Oh, and they STEALTH Nerf even more S**t because they don't have the Ba**z to put it in the release notes!

Making AI a little smarter and, less predictable (more random encounters) is probably way over the 6 yr old game engine to calculate, or possibly way too complicated to program with said out dated engine, so nerfing is the easiest (read cheapest) way to go, let's hope the gamer base is too Stoopid to realize this.

But don't worry you are not the only one frustrated with the game in it's current state. There are alot of disgruntled customers at the moment.

But since we pay for a virtual game that may be changed in any way without our consent at any time if Turbine sees fit to do so. We have the right to play or not, we do not on the other hand have the right to expect decent craftsmanship, or quality standards what so ever.

Sorry if this is off topic. I will type no more, I do hope they give you an answer to your question though. :)

blerkington
07-11-2012, 10:05 PM
Hi,

Yes, I agree with you.

Is it really worth working for anything in the game, if it can be taken away from you at no notice, for no good reason? Sometimes even without it being announced (or if you're lucky, with a retrospective release notes edit or short post on the forums after players notice and complain).

New or casual players are a good thing, they are necessary for the game to survive and grow and they make the game more diverse and interesting. But I think we're at a turning point here, a point where Turbine has to think more carefully about what some of its decisions means for the long-term, more serious players.

At the moment it seems a lot like the assumption has been made that vets will put up with more or less anything, because they are too inert or too addicted to leave.

Thanks.