#Stop nerfing and buff others

1 messages · Page 1 of 1 (latest)

green light
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Hello. I am not a fan boy of any class at the moment but it seems we are falling into the same shtick that have made many other mmos fail..... nerfing classes instead of buffing other useless classes/skills to be better. I am referring to the most recent patch.

For instance, on hit builds have been reigning supreme for this game for every class due to improper optimization and damage percentages. Yes, this needs a rebalance to where only a niche playstyle can make this work. It should not have been completely gutted.

The proper method would be to balance everything to the capability of similar damage and sustainability as those on hit builds. They were able to survive the high end areas and actually kill creeps for exp/drops. Now with that gone... we are back to square one with paladins reigning supreme.

As a positive point on the patch... I do agree that soloing the end game bosses on some of these classes like the summoners should not be a thing so kudos to nerfing that!

Please don't fall into the same methods as other failed mmos. Throne and liberty did this and lost a major amount of following.

eternal shuttle
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That is the correct approach, buffing others to be on par with top tier classes is the play

nimble zealot
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only buffing increases the overall baseline of the game. buffing classes would increase clear rates to where sharing maps can eventually become unsustainable. it also sounds like you only have one class that is too OP, so nerf that instead of buffing everyone else.

there was also a positive to nerfing in your post (summoners soloing bosses)

im not against buffing, just dont make that the only option. nerfing is fine too, its just to overall balance the game

eternal shuttle
queen geode
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Buffing anything contributes to the overall power creep issue.

The real problem is that there's likely too many players with unrealistic expectations of the playtest. Just look at what happened when the leveling XP curve got adjusted. Those original XP rates were never intended to be reflective of the rates we'll see on launch.

nimble zealot
stiff notch
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It's an MMORPG, not an isometric ARPG like POE. Fighting bosses should be a shared experience, not a solo endeavor. I would've agreed if the vision for the game was entirely solo play. I played summoner for solo content, and with this most recent nerf, I 100% agree it was necessary. Being able to solo bosses is lame.

green light
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I agreed the balance was necessary. It needed to be. No one should be able to solo bosses unless your +9/+10 perfect builds and play perfectly... cards to fight mechanics, dodging big damage such as meteor from imp, etc etc. Even then, it should be limited to the top 0.1%. Not just throwing a quick summoner build together and able to do it out the gate.

My point is, we are now back to a tank reigning supreme and that is generally what most MMO's fall into as the best class. It took years upon years for other classes to be balanced properly and still many of them have certain classes that are just out right.... the best.

I do not want that to happen here.

This post was generally created as... "soft advice"?...

My goal is to see more classes being able to farm Night Garden, Turtle Nexus and Starfall Tundra. After the most recent nerf, shinobi took a hit, weaver took a hit, priest took a hit, and summoner was just completely gutted by 75% dmg reduction. It is still "capable" to farm those areas, but why, at max build, BiS, it takes a significant amount of time to kill those areas.

Now, we need to have a Paladin or Paladin friend carry us through. Paladins are still able to effectively solo those areas.

That is the only point I was trying to make. Wizard might now be optimal to be played. Gunslinger is out, and that might be highly effective.

Again, a balance was necessary. YES! Complete nerf to all classes... eh. I would prefer to see the rest of other builds, classes and styles being buffed to clearing the previously mentioned maps.

Obviously, I am not the developer and I have no idea of his larger plan or future developments. Just a hot take and 25+years of experience in the same genre. Does not need to be taken to heart.

green light
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And now with the revision, it feels better. See, balance. Perfect.

rapid valley
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Tbh, I personally really like how Warframe handles balancing.
Ofc SpiritVale is still in a test phase and experimenting around is important, but once there is a decently good balance between things and maybe only a few things fall short, then I'd say "only nerf it, if it's broken or way too strong", otherwise buffing stuff carefully.

Balancing is a very hard thing, especially when the game gets bigger, and as long as it feels good to play, I'm fine with any decision. :3

jagged surge
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Nerfing the over-tuned characters is a buff to the under-tuned characters.

narrow knot
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oh no. Warframe balance can NOT be used in this game.

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Warframe has ZERO competition between its players.

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They can get away with letting shit just be broken for the sake of fun.

rapid valley
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hm... true ^^"

pine mortar
narrow knot
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GVG ?

pine mortar
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🤣

narrow knot
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Yknow the confirmed pvp systems?

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if you can't do the bare minimum of even knowing future content. can you not @ me

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thanks

pine mortar
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Pvp 'll be a joke, man

thorn shuttle
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These threads are stupid.

It's a playtest. Of course there will be nerfs. There should be nerfs. Things will never be balanced out the gate, and it's not viable to just keep buffing everything else each time.

The whole point of the playtest is to find the correct baseline. You can complain about nerfs after the game launches.