#Feedback for the August 2025 Balance Patch
1 messages · Page 3 of 1
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kbr at least
i think that's functionally different entirely
idk kbr is whatever i just felt like it made sense to tack on
but um ionno i'd be nice for build variety
rare to take dline 2 ever, and no one builds charms for the skill at all because well
you can only have it 1/3 of the time
the idea is meant to let you benefit from it more consistently if you're using it in logical times where you or your team would take several hits
rn it's like you think about using the skill actively but you really don't idk how to put it
i don't think the change would suddenly make it some crazy decision making feat but i think it'd be a cute nudge
honestly sounds pretty cool, but i kinda got hooked on the idea of blank hits and it sticks closely to the enhancement in my head
blanking hits entirely is really strong, especially due to the iframes
and it's like okay i guess but i just think the design would be better off trying to lean into the original identity of the skill
especially since riposte already exists
dline enhancement sorta comes off like they didn't have any cool ideas for an enhancement, no offense ofc
thats also why i made the idea suggestion of "you get more dr than from base skill, but only for 5 hits" for serebrian lineage
feel like its a cool tradeoff of how much you think youre going to be hit
i also think your idea would make it a lot more... passive. We already have enhancements that elongate the duration (cbless) and it doesnt really change you gameplay at all
i much prefer enhancements that add a new effect you have to consider along with the base skill than something that straight up improves the skill
does taking 5 hits of 50% dr sound more active to you/
tbh that just sounds kinda op
though you avoid quite a bit of that with the more active way in which itd gain dura
numbers are up to change ofc
but i mean the principle of "i have 5 hits to "blank", better make it count and think about when and where i wanna use it" rather than "encounter coming, use dline to take less damage"
idk im probably not the best judge of your idea cuz i already got mine and am kinda invested in it
still i feel like theres not much to do with charms with your enhancement idea, and blanking hits has a lot of possible combinations to be changed
i get the appeal of it, and i think leaving that sort of effect on the charm itself is better off and fits the intention for it
i think there's a lot more to do than blanking hits, because you're realistically only changing how many hits you blank and nerfing the other 2 or three aspects of the skill
i am operating under the assumption that the charm cannot retain its functionality if the enhancement gets remade
since charms cant add new stuff, only change the present
versus an enhance that lets you actually build into defensive line charms that increase the skill uptime or potency without feeling like a one trick that's functioning with less charm power most of the time
but i dunno
rn the filler dline charms are pretty useless which isn't exactly a new thing for any class, maybe it's inevitable
yeah the more rare charms we get the less necessary some base charms are. I still remember when the hiero meta was all basic cbless and rain charms (it might be still the case today but) now there are enough rare charms to fill a charm setup
also classes usually use basic charms only for core skills (bforce, dj before it was shot, etc) so dline was always meant to be mostly irrelevant (though i agree itd be better if it had more than 1/3 uptime)
maybe the charms themselves could just be made better
agreed
It ran sporebound 
rest in pieces
i guess undoing all progress towards mainstream bruiser earth doesnt mean much since half already has been done by inure nerfs
how does that feel btw are all the bugs worked out
hi so theres this charm called malignant neuron, it is quite broken I have heard.
in all seriousness, its a very cool charm but also insanely powerful and is the reason behind cleric being a strong class again
besides gallery shenanigans I don't think its that healthy for cleric to depend on neuron so much, seeing that the class is still pretty average in r1 and r2 where it does not have access to charms that greatly alleviate your weaknesses
epic charms are hard to balance since you want them to be good but not required to use to run the class (or else you make the class inaccessible when entering the region). Neuron being universal cooldown reduction for yourself (or even other people) is pretty close to being required to use as its very very hard to find a better use of 5 charm power and the enchancement point.
the charms downside of less healing is a problem but I felt like the offense was outweighing that so much since I could clear more effectively, so I lost less health in the first place. Considering that cleric is also locked into using the rare damage charms and charm power is quite tight on this class. Which is a shame sine cleric acutally has a lot of cool charms that just don't get used since too much competition.
i uh
havent played telum guard in a while
as in since before bug fixes
i tested on dummies and the damage seemed better but i havent tried it in content
yeah tbh I think some of the power should be shifted to the enhancement itself
it's not too crazy until you start stacking multiple of them
i think that boon(u) probably needs to be moved from instant cdr to a faster cooldown buff ala ToR and dew
that would be nice
do % cdr boosts stack
yea but i think you could make an exception so that multiple boons do not stack
I mainly mean tor but yeah
it is like better then all other individual spell cooldown skill charms and it works on everything you have.
you can stack ToR and dew just fine
it feels so crazy even in solo, I am getting back my 18 second cooldown LI so quickly
i think it's okay if it stacks with itself
cuz it brings back both my touch of radiance and my LI and even my illuminate all at once
doing that with other charms would cost both more charm power and be less effective anyways
No
that fixes stacking abuse slightly but doesent really solve the charm from being op. Its like an okay band aid fix though
i'd just favor reworking neuron or boon U (give back buff extension please 🥺 )
nuh uh
the sun will burn out before buff extension ever becomes real
(buff extension was so dumb lmao)
but I loved making my 10 minute speed potion last 2 hours
i would like if the enhance played more into the random boon potion effects
what if we like made the blue tesseract buff extention and then the brown tesseract recharge enough tesseract and then the indigo tesseract is an infinite use speed potion

What if I achieved immortality by drinking a shulker soul & extending it
indigo tesseract inverts your current debuffs and turns them into buffs
it's really not that strong outside of stacking - paired with the loss of instant recharge i feel like it'd be able to get by with only a minor other nerf
good ol cz meta
I mean in practice its not too important if the skill comes back instantly vs just coming back faster. it being instant only really matters mid combat if the mobs survived your attacks and having it come back instantly lets you attack again more quickly; which is not common.
see how mountain dew rework didnt really make the item that much worse, only very slightly worse since the strength of on demand CDR is still there
and honestly in that case the worse only really came from the loss of hunger / sat
i think it not being able to self stack fixes the occasion where it's multiple people, but not much else, yeah
I mean you could still loop since the only important skill is clensing rain and as long as that it up your fine
like you can still win if you have to wait 1 extra second to cast LI again
cerebral expansion i feel is three steps from the gallows
that is the charm you rework
nobody likes it outside of gallery bug abuse
i can't hate it because it's a fun idea but nowhere in the game wants it and its horrible in general play
surely sanctified + rain merger makes it cool (three trillion sanctified damage on all allies)
I really like cerebral as an concept, thats how I thought about the strategy.
shame the only way to use it was to just make the charm into the singe best charm into the game
its not even a good concept
cerebral should also buff per debuff cleanse healing that’s what i think
After testing with thorns
maybe if cleric had more wiggle room for charm power and was a little bit stronger (like 3 or 4 seconds duration instead of 2). It could work out
it doesn’t give enough insta regen for me to waste 1cp
I mean it changes the skill into a different usecase (damage resistance over time, into an almost parry like effect made to survive single attacks). I always like charms that do this
Buff it to +90% rain damage reduction and make it cause rain to last for 0.75 seconds
surely this will cause no other problems
that would acutally work since you cannot loop it anymore, genius!
Trust!
it's a cleric band-aid to try and make up for the class' actual "defensive" skill being useless outside of cheesy thorns builds
i don't think thorns even uses it it's just so bad
^
bad uptime situational effect long cd
i am talking about sanctified armor for the latter half of that message
rain inst that terrible, just that the class cannot afford to fit in the spell since its too stretched for skill points
sanctified isn't defensive at all ngl
worth to mention gs boon charm rework i forgot what it was but the rework version is just so awesome
yeah that's why it's in quotes
rampant miasma ❤️

Perma 20resis 💪
cerebral wishes it was rampant miasma so bad
gotta love how a single charm is better than the entirety of cleansing rain 🔥
I mean, we used misama in the set up too
it was working together with cerebral expansion
i am aware
the 75% resistance charm combo from hell
maybe the fear in the gallery was the balanced we ruined along the way
yes the resistance was the bigger player rather then just neuron.
and also why your using 4 clerics rather then less clerics and some other classes to support
waiting for ex prism blade buff
reflex change was needed i think considering it was the one that required next to no effort on your end to activate
in r3 you could have reflexes active in just 2, maybe 3 spawners
i dont think anyone argues with that
but the change shouldnt be removing it from the game
there are other ways to nerf things
then what route would you have proposed
I think that there isn't really any way that it could have been balanced well across three regions without making it very far removed from the previous iteration
and without catering too much to certain pieces of content/playstyles
duskborn graft having reflexes makes the agility damage boots options much harder to work with
I don't use them, but it is much harder to justify them as simply a damage slot-in when reflexes is much more situational than before. New damage boots???
those aren't real damage boots for the sake of "using a non-damage piece that isn't boots elsewhere"
shrouded sabatons 👽
<- anemia hater
🗨️ 
indeed
idk im a tempo believer and still think its pretty good. its rewards you for playing well which is really nice
but maybe its placebo its impossible to tell when situs proc
Pelias Greaves+Shrouded Sabatons
holy 2022 meta
i dont think it's shit
