#2025 H2 General Discussion
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Dex is not a boogeyman
We have to stop being afraid of dex builds
Isnt even dex builds
I main beoH and have no problem hitting realmDs with dex
Without flat miss
Dex is not a boogeyman
Ss3 flat miss is lazy
You will have 40% miss chance unless you put a lot into accuracy dex or a lot of ALs above tjem
Didnāt say itās the boogeyman, just stating that ss3 having a fixed miss chance was nice for it
Gilgy also has same issue
Cant use anything but ss3 in pvp or just... miss all the time XD
Also Iām comically unlucky with hitting rsds
Gilg would get accuracy compensation in place of the flat miss removal somehow if this goes through
Yea which would be nice since other attacks on gilgy arent good. Except as gursa
Gursa can use rs2 to insane effect
Or anything that dodges a lot tbh
Gursa does have decent dex tho too
Every time we discuss flat miss removal people are always quick to rush to the 'dex problem' (that doesnt exist). Only lack of dex options for gilga is the real problem. Nobody else has a real issue
Yeah gilga thats it
Beo has options tho
Beo can wear any gear in the game
Gilgy doesnt
Cool so we agree š¤
Yup which is why I wasnt saying it would invalidate the class
Oh yea definitely haha
Just saying if they do add dex to it give that homing shield to gilgy XD
And it is nice that there is an option available to beo to ignore dex without using accuracy gear / ranger spec or just out leveling people. Was the thing I disliked playing heretic too. Needed to stack so much dex on pvp build before. Now just run ranger on my heretic and no problems
Ranger spec change really fixed most of the issues with accuracy
whispers softly Flat miss shall be your mistress for all your days. š
Yeah something along those lines for sure or just increased accuracy for using ward skills built in
Tho I will say it is a bit dumb that it ignores dorito class ability to boost dodge
It sure feels that way 
Even if that passive is crazy strong
Flat miss completely invalidates an entire classline (realm) and stat (dex)
Exactly
Yea. Mystic feather rarely sees use in pvp so 2 rs classes not using it... and dorito one that works all the time is negated :/
ironically on that topic I'm generally more concerned about mystic feather in PvE
While it is my saving grace vs dorito players... I do think it is dumb haha
Mystic feather in pve is fine tho really. It is nice but 60% chance isnt that insane. It is really good though
Most enemies that are dangerous use an ele and heretic gets 50% chance to negate while at full hp
berserk fallen realmshifter
yeah
Thought ya meant rs class was too strong in pve hha
oh you thought I was referring to the player having it nah
Uea berserk rs with anguish 2nd chance malus š
exactly
When playing deity that is time for apex spell XD
Never miss and crazy high m1 haha
But yea perfect shot or bolt 4 have too low m1 to kill them
I'm just sitting here like fuck I have to snapshot onto my ss3 specifically for this stupid guy
Mana-ray/blood ray fix it for heretic tho if ya don't instantly die
Ss3 does not ignore mystic feather
Collateral does tho XD
oh well I'm just stupid apparently
Hit a diff enemy :p
that's not news though
i don't want to start a flame war but i don't understand why the class that is already by far the best at all content (beo) got buffed while the only close rival (deity) was demolished by stead fast removal
Collateral chance 100% hit another enemy. Collateral generally hits weakest (lowest hp) enemy
i speak as someone who will hoc to whatever is best regardless so i am not like "omg my class got nerfed"
Yea deity isnt even op anymore
this might be a mega hot take but beoh is only strong because it uses ss3 as a crutch
They do not need a nerf anymore
in my opinion
beoh is dramatically better than anyone else shackled in tower
like not even comparable to anyone else
Esp with new yel helmet lol
and tower is by far the most important content to clear fast, like immensely more important than everything else
also beoa is infinitely better than anyone else at raiding like dramatically , insanely better
like solo agony 50
Well yea block beo I made an example of just steam rolling towers in a status immunity build a while back
because stasis
Anguish 1.0
yeah but judging a class's strength on one form of content seems kind of incomplete
Correct
sure raiding beo is 10x better the second best
I don't play auriga so I'll defer judgement
tower beoh is a lot better than anyone else
Gilgy raiding is easy. Heretic too
dungeons beoh is very close to best up until mel 20-25
Rs very easy
what else?
at agony 40?
Beo is good too but it has competition
Frenzy :p
Deity can still 0 raids out at anguish 50 shackles js
Abyss made a demo of that XD
do yuo do torment 30 towers with any other class other than beoh one click clearing the floor shackled?
ss3
is being nerfed for all classes
Well classes are better at diff things
- steadfast loss
i said deity pre this patch is close to beo
this patch is "let's make beo the infinitely better class at everything"
I havent raised my shackles high on tower but I could wipe towers quick and easy as dursa or dara
i mean no prob i will hoc to beo but is it intended?
Heretic ara makes towers a joke
at which torment
Heretic AL 18 beat deity 50 AL in tower clearing
i am not sure we are talking the same game
at low anguish every class does everything
i am talking high anguish
Which is why I said I havent raised anguish too high but ik deity players who clear anguish 30+ towers easy with yel staff. Heretic too
Heretic ara sigil flask and vestaga entire floor also
did the dev team put out performance metrics this time around?
Dof spec for extra turns from dead ones if ya miss one
But yea deity shouldnt be nerfed
anecdotal evidence is not a strong form of evidence
evidence of "which class to the top people on leaderboard hoc to" should be relevant
And not saying beo is weak in towers or not even not the best
Just the others still do quite well
And quickly
if we are starting with beo at least in the podium of classes if not already the best
how can it get a significant BUFF lol
I mean I'll grant that additive bonds ought to have numbers adjustments
I would like to point out that it is abyss doing that, thatās not near the average deity
Is beo getting buffed?
mainly through the bb change
yes bb buffs are getting better
Shackled tho
and pet AI getting better
Ah
which means the class that ALREADY was BY FAR the best at high agony raiding, by an insane margin
got better
lol
but I also maintain that the old formula for calculating +bb effects was nonsensical
Heās still got perfect gear man
Well tbh the spells on bb3 just ruined beo A A lot of the time
I mean a lot of players do
AL 130-140 beo
Anyways, I, for one, shall be embracing our new gilg and beo overlords šš
in duo can kill agony 45 great anguish raid
in 30-40 sec
i am not sure you guys know that
Was talking about 0ing them out haha
I can't say I'm overly familiar with AL130+ gameplay but isn't that a vanishingly small portion of players?
Anguish bonuses for damage are boosting m2
Shackles
What even is the shackle level at Al 50v thereās a chance that his shackle level is over his al
same proportion they nerfed ss3 scaling after al100 for in the previous patch
I mean in my opinion the ss3 scaling change last time was flawed but the horses are out of the barn on that front
actually higher because AL-ing is very easy these days so i assume more and more people are al100+ now
because of time and very easy mat access (and infinite orns if you hoc to gs)
?
But what is the shackle level for agony 50
i think around 160, why?
Abyss may be below that so it doesnāt matter if heās shackled or not
yes and?
abyss doesn't kill super quick
towerfall can deal 100m+ damage
in duo with lotan it's easier than you think
you can start 1hp already fully redlined
Iām talking about this
Also I know towerfall hits like a truck, thatās why Iām embracing the new beo/gilg overlords
I do think Beo is overbuffed atm
Well i mean they scale higher than the ALs per anguish level in shackles. So being able to 0 it is still a lot.
But when it comes to nerfing ALs im always against that
People earned those
Anguish gear follower stat% bonuses are quite high, bestial bond calculation changes enable ridiculously high stat builds, only content they don't excel at is endless
Half the fun in pvp is fighting high AL enemies
Mingus and heatnick are the only ones who potentially survive a hit XD
i mean they can go ultradeep even in endless, they just don't excel at orn endless
But yea the removal of bb3 spells that basically nerfed beo is the biggest thing that is nice but beo didnt really need other buffs.
in which case the gs comparison is mandatory and... it is quite insane i admit
Mammon acolyte was terrible when it was spamming bolt volley in anguish
Esp since Ai int makes them use it more :/ at least when I tested it a while back idk if that changed
eh I still maintain that the old +bb formula was extremely unintuitive and the new one makes more sense though it needs a significant numbers adjustment
What would you change?
Honestly, no clue
Making the pets affected by anguish could be something
hybrid from beoh should apply on pre-al stats
Idk how effective that would be, although personally Iām against harsh nerfs like that, Iād prefer to buff
Sure yeah. More gear consideration for anguish
maluses should apply to the pet in raids
Once again not really a beo specific thing, but asg should be more expensive for how stronk it is
Is there something you tested that made you feel this way?
Curious to see screenshots or something
The problem with towerfall is stasis
@fallow sphinx if your AL 0 mag is 6000 and att is 6000, you shoul dgain 40% of 6000 at ANY AL
like lines, they don't scale with AL
Well you sent screenshots of the difference in stats pre and post bestial bond changes
Otherwise you're super squishy
hybrid scaling with al is just broken
Well ik old bb was great but I didnt play it enough to comment so im not going to talk about it much really
I mean that would destroy the class imo. Insta hoc from me
Ill leave that to the people who play with bb bonuses more
Since while I used to play beo a lot, I havent since bond boosts became more common
the class is completly out of line man
And beo H all the way since :p
I did? Where?
i am doing stuff better at al 40 in beo than 197 in gs
Not really
really
oh well thats' gs
like dramatically overpowered
just delete that class lol
Ik old beo I had fun with cleaning anguish 50 1.0 with AL 20 beo
In orn gear
š¤£š¤£
gs is not a class, outside of like endless and bloodpact
Ah thats not me i see. Yeah thats pretty nutty
sure but al 40 RS or hera is so much worse than beoh
Oh WHOOPS
at dungeon torment monument
Lmao sorry
like not even comparable
Some nice def there
maybe dungeons doing right path RS can play
Using morri gear or something?
but tower is the most important content by far
and beoh is just utterly broken there at same AL shackled
At what? They both deal more damage than beoH at that al becuase of crit passives
Beyond seeing big number stats, where exactly is Beo broken?
Or is there a general feeling because of high AL stats? (Which is an AL problem not a class)
Or are we targeting specifically BeoH?
it wasn't bb themselves it was the +bb bonus on gear being practically zero impact; the way the formula worked was if you had for example an 8% bb and equipped gear with a +30% bb bonus, the actual bonus conferred was 30% of 8% or 2.4% which was quite unintuitive imo
Sirith with 10 less ALs and slightly worse gear, but with new bb changes
#1437494599718404197 message
Yeah im on your side that seems a bit overtuned
Yea
Thanks for the evidence on that
I will say beo h gets some ridiculous offense
already being able to wear all gear is a massive bonus that should cost in some terms elsewhere, but it doesn't. I mean stats shoul dall be lower for the "all gear classes" (original sin of this game)
but other than that getting free line from pet is broken
the new formula would add 30% to 8% for a total 38% which is why I think a numbers adjustment is warranted
And bestial bond % scale with gear quality and anguish, if I'm.not mistaken
Eh? Deity gets that too. And pet is just for passive buffs for beoH
rs can't even play the same game because bl2 >> everything else
Biggest noticeable thing i did with it was the crit chance boost for fjalar using fey gerd gear
yes pre nerf deity was the only other comparable class
Deity may be getting its legs chopped out this patch by losing steadfast on its celestials
deity and beo shoul dhave significantly lower mag than hera
Getting 100% crit but took a lot of investment
and lower att than rs/gilga
all gear = it shoul dcost a lot elsewhere
they are inherently broken until that happes
beo had a dex problem at least
but 7 accuracy on helm with anguish is broken for beo and fixes that
also for some reason beoh second chance resurrects the pet in dungeons in the next floor
which makes it identical to second chance
Wait seriously?
yep
Thatās cool, learn something new everyday
i mean to be clear i will just play whatever is best
it's not identical to second chance in that it still can't trigger twice on one floor
Ah right forgot about that one
but the fact beoh is so much better than alternatives
is a bit insane
given this patch... buffs it lol
which is immaterial honestly, you trigger it because the surviving 2nd chancer on the other side hits you
Gs also resummons
then you kill it
If all summons die
berserk fallen realmshifter
Even if you are dead in party mode XD
Base and BeoA are getting buffed, BeoH is staying the same?
beoh will still benefit from additive bonds
Nah
why? beoh has bb1 bb2
We don't care about the stat bonds at all. If you're using gerds on beoH you're doing something wrong
anyway beo class isn't "only" beoh
Hm?
beoA as well utterly broken (you say because stasis, might be)
Not really. Beo H with Gerd is great if this bond boost is gonna do that much
still beoa getting buffed lol
High ward def and res
Where are you gonna use gerds on beoh?
it's numbers dependent
With a huge buff to pet? š¤£š¤£
Have you seen the bond changes
as implemented right now the stat gain from additive bonds is... significant
Esp with bond boost a while back on it
One way to put it
even if beoh isn't getting buffed as much as beoa
the classline is getting buffed objectively
What content are you gonna use gerds as beoH?
and it was already the best classline for all content except endless orns
Still think about the damage on ss3 hybrid amity
Pvp with Gerd
Using hybrid bonus of anguish pet
Bonds now scale with gear quality and they are calculated differently, where they are way strongef
š¤£š¤£
ss3 getting nerfed for all classes except gilga
And attack mag boost
my first instinct was ward stacking
pre this patch we had beo>deity >>>>>>>>>>>>>>>>>>> everything else basically for all content except endless orns
like 90%+ of top 40 HoA leaderboard hocced to that (those that didn't quit the game lol, except me)
Yup
i don't understand that
that was the ward stacking instinct that first entered my head lol
I think the beo changes are intended to be qol/identity based with bonds and calls and such, but it's implemented in a way that is a significant buff with no tradeoff
also the "if you snotra you towerfall more often" alone is MASSIVE
like really massive
like alone game changing buff
stats are likely too high, yeah. the AI chances should give a good QoL improvements to turn economy issues/wasted turns
^ 100% agree
Yeah they are currently runaway it seems
Thoughts on anguish gear bonuses for beo?
They seem to scale very high with little malus impact
thought on applying maluses to the pet casting?
malus adjustment gets a little nuts because it'll affect everyone's current anguish choices
but if all classes get them except BeoA pets, you are just giving high agony to Beo as a gift
Are followers affected by anguish elemental damage malus?
So for more damage? Damage is definitely not something the class struggles with. Utility pets will probably still be better
like, you need to replace a current malus with the follower debuff. adding to the pool means everything will be deterministically reset
no i mean just apply character debuffs to pet actions
and give free pathspurs for agony to everyone with the patch
which ones specically? many currently should apply to follower already
To this point, I think a big malus refresh could be accompanied by a pathspur code. Or maybe pathspurs could unlock each choice permanently
Permanent unlock would be pretty cool
That refresh could address other complaints from all classes
i might be wrong but the -dragon - holy -dark - dragon maluses don't apply to pet towerfall?
I donāt think they do
sidenote: why do these threads light up at 11pm? you had me all day when actually at work
almost 5am here
We are out of work too I guess š or maybe it's just new timezones popping in
Everyoneās procrastinating going to sleep
Towerfall will be fine if we just properly nerf stasis. You are the definiton of a glass cannon
just play Orna at work, geeze
I already do and it's bad
me too
studio should probably stop playing our own games
like everyone says we don't
you can towerfall with 3 fey gerd gear + autumna shield and 1 epee for very solid damage
š
They apply from amities so in theory the malus should hit them too... but idk
especially with this patch
yeah, amity effect and anguish is no different. iirc they currently affect followers but could be wrong
well if they do i am mistaken then
We need a beo main to spill the beans
i'm afk, so can't verify via the code
@young cobalt does elemental malus in anguish affect towerfall
lol
It does afaik
Actually I can say with confidence they do cause I have alot more of the elemental maluses in my torment choices than my agony choices and my Towerfall at the same level with the same build does like 6mil less Dmg
Yea
Tis fun tho. Also if using ss3 there are plenty of people ya need damage for :p but yea the hp or defense ones probably best overall
Against titans? Keep in mind they have floor 50 scaling
Or maybe you tested against event tower floor 1
Those have been fun to hit
Forgot how squishy old titans were before the scaling boost
And the hp bonus from 50 floors XD
One shot titans has been amusing
Follower stat scaling in anguish is a bit crazy I think
Uea I eas meaning to ask about that change
Basically every gear gets the base stat boost and an additional 3% per anguish level of the gear
Was off for a bit and noticed it shows up twice now
That's multiplicative per piece of gear
Does it actually boost from both? Or just the higher so that you don't lose stats for first few
Both
So that's basically five 3% boosts to follower stats per anguish level
each piece of gear that gets +follow stats gets an additional +3% follow boost per level
Which is why Gerd gear is awesome tho that you get bond and crazy high bonus š
Yea that is awesome. Was off for a bit and havent been on beo much lately
So was wondering about that
š
I believe as of this beta patch, it's additive though (vs multiplicative)
My purly less favorite staff ascends to greater heights!!
Which is great because that is still amazing. Multiplicative is just insane
Thought it was additive before since beo mains always told me it was and I never really went back and checked the math XD
That's not in patch notes, are you sure?
Well i mean some stuff gets left out by accident and they edit it back in, could be one of those?
But idk
They might've been in the alpha patch notes but not in beta, dunno if it's part of this or not
Ah so maybe in the future might not be this set of changes
Some changes that are part of this beta weren't included in the patch notes, so that might be part of that crowd
Northern Forge, pls dont implement an appraising currency, just let us batch appraise in the appraiser building for gold or orns.
But cmon, dont force us to long click through hundreds if not thousands of items.
P.S: I have no idea if this is really going somewhere or if "its just a beta thing" but pls, dont address the appraise system problem like that, anything mass and fast so people can finally cleanup our inventories so both individual players and the servers as a whole lag less
Mmm it's not like towerfall pets only have towerfall as their only mag based skill though, they also have rune of titans, Oceanus has frost skills, eos has Titan seals, and prom seems to like Titan strikes as well
So mag based skills are still somewhat balanced by bloat spells. Just had one run with snotra jinn golem fort buffs but my prom spammed rune of titans and Titan strike 9x before doing a towerfall
There's no RS changes, so I'm not sure what you want to be discussed in a RS thread lol
Precisely š¢ we feel left out bc we didnāt get any changes
Im glad gs got one tho deserved š
Arguably you're a little less left out than deity who only got nerfed
Also deserved (dont come after me deities Im sorry)
Deserved yes, but I also think the removal of steadfast after 6 years of having it is brutal
Itās a different game than 6 years ago
Orna Classic ⢠when? 
This is already on live
Yes, and it is already crazy
Ehh no
15% follower stats per anguish level is pretty crazy yeah
Or probably more like 15.9% since it's multiplicative. Five pieces with follower stats, 3% per, 1.03^5
Anguished does not scale with als
Who said anything about ALs
ALs make it worse though
Just from five gear pieces you get 15.9% follower stats per anguish level
Where do you get that 15
Just going to slow mode this channel as it is already at 1500 comments in less than a day, makes it hard on any analysis tools we might want to run through it.
Best to try keep the messages to one longer message, rather than hit enter on each line if that's ok folks! <3
Its literally just 5x 3% per lvl (if fully geared)
That does math to 15%, yeah. If you read what I wrote I also explained why I said it would be 15.9%, but I don't know that for absolutely sure
āļø pet beo is currently struggling in anguished content. Why do you think its crazy
What anguished content is pet beo struggling in? From what I hear it's one of the best choices in high anguish raiding for example
Are there any plans to bring this beta to iOS? I can only get away with playing on my wifeās phone for so long 
Just buy an android phone
They are made of sticks and duct tape and cost pennies anyway
Can we get mammoth in beta somehow?
Towers seem inaccessible for some reason
With how much damage SS does on gilga now i dont think sacrificing stats for dex is'nt a big issue.
Or missing.
It probably is time for the removal of class restricted gear?
Or at least turning it into meele/magical & valsummonan
I'm not inserting an opinion there, just giving history :)
Was there something you were after from me?
Ss3 flat miss poll currently at 91-19. Make sure to vote!
I just expanded on that idea! Nothing wrong with it. Im thinking about how class restricted gear is influencing the game and the fact that most gear has specific stats like CD or Avidity that only works with full potential on the respective classes anyway, and that that a huge complain point that never gets mentioned for some reason when it comes to deity is Wear-Everything - that it might me time to remove class restrictions in gear.
Understood - the ping told me you needed me, hence asking
I'd an issue that is strictly beta related and does not concern the new content (built a tower and it says built by an ally)
Does it still go to beta bugs ?
Yeah any beta bug should go in that channel, regardless of if it's touched on in the patch notes <3
https://discord.com/channels/448527960056791051/1437502712513036318
That's a pretty big change you're proposing. If everyone can wear everything, why even have classes at all?
Preserving class identity as much as possible is key in my opinion
./suggest Remove Celestial class's ability to wear other class's gear
This is a joke but this is genuinely what I'd prefer more than allowing everyone to wear everything
^ agree would prefer this over making everyone deity
I like where we are at though. One celestial is able to wear one classes other gear per restricted class basically
Lol. The people voting to keep as is are insane. Incomprehensible to me
Iām on board š¤·āāļø Heretic doesnāt get much out of it
Theres probably a reason for it like its super easy for PVE and they dont care about PVP. Or maybe missing context like something will 100% replace the accuracy for gilga if its removed
That would be interesting. But it would just make deity and beo much stronger.
True. They prolly run rend epee builds on kingdom wars
In this meta that sounds crazy but maybe correct š
weren't accuracy sources added last beta specifically to alleviate for gilga poor aiming ? No one is using those ?
Homing Shield? no, it never made it to launch
I was thinking about ranger, but homing shield works too yes.
I feel like too many specs are disregarded and no one wants to put power on them because it would prevent them from using one of the few very strong options.
Nothing beats oracle & BoF damage. Nobody wants to sacrifice speed or minmaxed damage for arguably necessary utility
yes, that's what I'm saying and IMO it's much more a balance issue than dursa having SF1 but somehow everyone wants to turn a blind eye on the state of specs.
The state of specs is for sure a noted problem by NF, as evidenced by the new gear from last month.
The Dursa SF1 removal is a separate discussion. I am collecting ideas over in that thread if youd like to suggest some
Base stats - special and unique passives like CD, avidity, Apex, Beast bonds, Mystic Feather, initial crit mults etc - class specific changed abilitys, like SS having more pen on gilga - Ascension beeing more cumbersome. Thats all i can brainstorm rn.
Classes evolved so much that locked equipment is hurting everything thats not deity or beo, and feels very much outdated, as most pieces of Equipment can only be utilized fully by some classes regardless of lock.
All the utility in the world does you no good if you cannot do any damage in a game where you don't win unless your opponent dies.
All the damage in the world does no good if you cant get the hit off for whatever reason.
I believe good balance requires you to make those choices. It shouldnt be an obvious decision. Arent you the spearhead of that spec problem movement š
I'm a something head
A good chunk of mirrors done, will return to more tomorrow all
Good night ā¤ļø
Nightā¤ļø
Should we remove the fixed miss chance on Spiked Shield (III)?
69
113
1
Yes, miss me with that!
Seems pretty conclusive. Can we beta test this now? And can we poll doing the same to other skills? (With blood ray being the most problematic)
Why would we jump from target nerfing ss3 to removing all fixed miss/guaranteed hit from skills š
Workin on it
1- Blood ray is as problematic as SS. Similar turn 1 damage, never misses and bypasses pet protect. Itās a completely unbalanced skill
2- Chakram and RS2 are both physical skills when it comes to resistances. That means they are much more punishing for classes that run BoF, so realm will still be useless if we only change SS
Bloodray just needs damage reduction in PvP similar to apex
If thatās the route we want to take sure, but it needs to be a massive reduction, the damage output is insanely high
I would not say it's as problematic - SS builds are tanky, bloodray is fragile. I agree the damage should be nerfed.
The second point is not really a chakram/rs2/fixed miss problem at all, it's just the risk you take using BoF. Plus, realm is only "required" to run BoF because ss3 is still dominant and can't be dodged
Has anybody tested SS damage on Deity/BeoH yet? Wanna know how much they got nerfed
Just as an aside, it's a grand oversimplification to call SS builds tanky and doesn't do the whole problem with ward overinflation justice to equate ward to tankiness. It's just a massive hit point pool with it's own rules
So 25% reduced for every class other than Gilgamesh?
-# might be getting it wrong sorry
Yes, that's how I understand it
Okay thanks
Well I did encounter this at some point
Only al16 so it's probably not the best person to test with
What class, beo?
we were 160/170 live / 145 beta when we tested yesterday with very similar builds. BeoH for reference
"a massive hit point pool" is kinda the issue here - it certainly isn't fragile!
Massive hit point pool is the best defense in the game. And itās not weak stats either
Idk man. I remember dorado being pretty nasty without fixed miss. Fixed miss is not a problem. Realm can go tanky too.
I do think blood ray is a lot of damage. But so is the investment if you want that damage. It is basicallyā¦swashā¦no one has a problem with that. Canāt be used on defense either. And can only be used once.
Swash canāt bypass pet protect and have a guaranteed hit, it still needs to handle those. Blood ray is just an instant win on attack
I think anything that fixed miss accomplishes is better done by varying accuracy bonuses on skills
Dorado can go tank but then it lacks the tools to kill anything. And going tank only handles Chakram and RS2, blood ray pretty much ignores resistance
Yeah. I know itās strong. Just not at serious offense yet. Heretic never had any high power damage on first turn. And drawbacks are good enough. And realm is bypassing pet protect with 2-4 turns per turn. In the end, I think itās actually quite even with swash
Also no second chance and will have vulnerability to status effects. So let it play out
This is a 90AL heretic vs a 170 GUrsa gearing for resistance. This is as seriously offensive as it gets imo.
Why he geared for resistance? lol. Shouldnāt he be Max hp?
If I gear towards defense, no one can hit me for 400k turn one with SS3. I donāt have the option to build against that here
Maxing hp wouldnāt get me through a 400k hit
Itās just a proof of concept to show you canāt build resistances against it
As we've already mentioned, this is a damage issue, not a guaranteed hit issue
if the flask gets through a smaller brick wall with ease, it can surely get through a taller, thinner wall (more hp, less res). it's dealing way too much damage
And note that itās on a 80AL disadvantage. On equal footing thereās no way to counterplay this
Itās both imo
Your video is just damage
I get that heretics finally got a cool tool to play with, but thereās no world where Iāll agree this isnāt absurdly overtuned
Literally nobody is saying it's not overtuned, you're arguing against nobody
Overtuned, prolly. Absurdly? Not even close.
Double pet protect amities and stonewarg. It was actually a couple minutes of repeat testing, but discord doesnāt let me upload it all
I think the games in a better place when you have to squeeze dex in your build vs certain targets. Not needing to diversify is part of what gets us to an always full damage juice meta.
If patch notes came out saying āGilga canāt miss with SS3 and will bypass pet blockā this discord would go up in flames
Just sneeze on that heretic. In your video, the Gilga ursa survived the hit. That was gg.
so the only counter play is second chance, which nullifies any builds whatsoever you work to deal with it :p
Yeah. Basically how I deal with everything. Problem is, we have to be careful reducing the damage. There are no other options for heretics. Havenāt been any for years now.
Andā¦itās good for endless and deep anguish. I donāt even PvP anymore
Chakram has been dominant for a long time. Scythe is pretty viable as well. Qc ultima is still good, especially since very few people still run resist amities
Thereās a world where it can be adjusted for PvP only if it changes endless dramatically
Chakram is just good against BoF. QC Ultima is a joke man.
Butā¦tbh it is really important in endless. Thatās why I didnāt want mana ray gone. I use them both in endless
A possible solution I suggested was making flasks unusable in the first 2 turns of pvp combat (akin to frenzy). That would mean the heretic would have access to it if it was able to survive long enough, but remove the turn 1 instant win condition
Heretic? Survive? Nah.
I could agree with this... If the hera could even survive for 2 turns that is
I posted a screenshot multiple times yesterday
7.5k defense BeoH 45 AL
Iām not a major fan of that screenshot tbh. Itās a super optimized setup and using dragon damage, which can be resisted with gear and by class abilities. Not saying the skill isnāt still overtuned on non gilga classes, have only been testing gilga for now, but that screenshot is probably not accurate to the reduction most players will see
Bordoadas, I understand you don't like fixed miss skills, but pointing to a flask designed to never miss and not be blocked by pets and complaining that it doesn't miss or get blocked is disingenuous
Those were sent at AM for me so makes sense why I didn't see them
-# was asleep by then
How so? Iām of the opinion that no skill should ever be able to not miss or get blocked altogether. I fundamentally disagree with the core design of the skill. The fact that it hits like a truck is just making it even more egregious
At least it's corvus only which doesn't have SC, so it's a glass cannon suicide build that can't defend
I cant help people if they arent using element damage for extra juice in pvp
How much damage does the same build do on live against the same opponent? I think thatād make it a better comparison
Yeah that's your opinion but it's not how the game or the skill is designed
I want to kill player A - he has 120k hp/ward turn 1 and no drag immune. i need the element damage to kill him. Bam flat miss 145k give me element damage all day
percentage wise though, it was the same reduction AFAIK that a normal person would see.
Sure. But if NF wants the skill to continue being undodgeable, it needs to at least not be a turn 1 nuke
I wish i had the same ALs on live as beta. My beta is set up with ALs spread to test other classes
As we've been saying the whole time, yes nerf the pvp damage
It's already been brought up in the heretic threads
AL45 BeoH
144k live
116k beta (cant swap pets yet kek)
For reference, same build ish as S2's
I'm ok with fixed hitrate only if they come with a downside such as chakrams or RS having an extremely low M1 value. Unlike SS3 that has the full package
Have you tested the new SS3? The M1 was fairly lowered
I think people need to be clear about numbers when talking about this. If itās to stay undodgeable, the numbers need a drastic reduction. Iām fine with it being pvp only, but the nuke aspect of it has to go if the rest is to stay
I think anytime a move is very high damage its problematic when it has FMC. I mean no one's complaining about perfect shot. Would mages really be happy if it was lowered enough that it wasn't consistently a 1hit or would they prefer something that was a consistent 1 hit but hit 80% of the time instead of 100? People are trying to jump through hoops to say why their FMC 1shot is different than SS, but I'm sure they all feel the same to a RS.
How much defense? Amities are different btw
Unfortunately haven't yet, still RS2 and chakrams have M1 1 so it's not really going to match the situation. Before May patch when they swapped M1 between ss1 and SS3 (someone said SS3 m1 went even higher) I could definitely mitigate a lot even SS3 and zero chakrams from people in my Al range
Iād go 40% damage nerf in PvP, same as apex, heretics would have more informed opinions though
How about nerfing starting flasks for pvp?
Honestly? That might be too low for the numbers Iām seeing in testing it. It will still be a guaranteed one shot in most scenarios
Just because an RS feels they are the same does not make them the same. Bloodray requires flask power gear that is not defensive and makes them fragile in both def and ward; it already does not nuke without a lot of these pieces
Good catch, here's updated amities
5443 defense
It's great for glass cannon pvp offense, but it's unusable in pvp defense and if you get parapet'd /second chance'd, there's not really a second try. So it's currently too much damage, but not without drawbacks
I think the defense is probably too low in that scenario. At higher defense you should see much better damage mitigation
It's the best I had to get a good comparison 
You get a second try against anyone running SS, since it will fully deplete their ward with the nuke and make them unable to damage you
Not against parapet but sure
And you still get to parapet them back, and get the added benefit of being able to pet block
You may be surprised to learn many gilga run full bof to one shot nowadays which makes them easily one shottable even with larger ward pool
If we wanna argue about how to change this Heretic flask I welcome you to discuss it in the Heretic thread
Weāre discussing fixed miss/guaranteed hit as a whole, this all came to when discussing removing fixed miss from SS
I understand how it started, my statement still stands
Heretic thread is discussing other changes important for the class, Iām not going to separate the conversation and derail the general topic but splitting it over 2 threads. A few solutions have been proposed for blood ray and SS, I think thatās what we should be discussing now, since everyone seems to agree theyāre both problematic
So what do you think if that flask receive the same "treatment" of the ara flask. It's high penetration, no miss and whatever only when full, otherwise you're substantially nerfed
Solutions to bloodray have already been discussed. In the heretic thread.
In that case Iām sure youāre able to share them here so people not looking to derail another classā thread can continue this discussion
I'm not sure how talking about heretic changes in the heretic thread would be derailing the heretic thread. I also am under no obligation to bring the discussion from that thread here
If anything, I think the bloodray discussion has derailed this thread
The only proposed solution I can find in that thread is lowering the pvp m1. Nothing that hasnāt been mentioned here, but this thread has provided other alternative solutions as well, so it seems to have been at least more productive on the topic
I wouldn't call the other solutions proposed here productive
Off the top of my head, the proposed possible solutions for blood ray:
- significantly lower its damage in pvp
- remove guaranteed hit/pet block bypass
- make flasks unusable on turn 1, like other class specific abilities
Yeah those two other solutions are not reasonable
How so? The miss chance is literally what the community has been requesting for SS for ages
IMO a big miss if SS loses fixed miss chance but nothing else does. One would enable dex builds for everyone while one just targets one problematic move.
I think along with this would make sense to look at how dex differential determines miss chance. Having it be a small flat value is problematic when AL scales small differentials. Would make sense to be more % based.
āFixed miss is bad, but only if itās not my skillā?
You realize Heretic has another flask that also can't miss or be blocked, right? Actually probably not since you don't play the class
Its a bit silly that we have gilga players arguing for removal of fixed miss when they're arguable hurt more than classes that have more dex/dex access
The only difference between them is damage. Which is what we will nerf
I do, but it doesnāt hit for 800k turn 1. Also, if it already has one, why would it need another?
Then you end up with 2 similar flasks and no variability
This is a similar issue to last patch spiked shield, I could do a million before it wasn't a nerf when they got it down to 800k, they had to knock it down to 200kish range
you may keep snarky comments like that to yourself, we don't really need those here
Does this qualify as snarky too then?
Just to make sure people donāt think Iām pulling numbers out of thin air, Iām not the one stating the 800k number
Yup, hence why I want to nerf the damage...
Halving 800k to 400k is still a one shot in 95% of scenarios
And nerfing the damage only works until another piece of gear that further boosts flask damage comes out
Thatās literally the story of SS3ās life
I've heard rumors of the 1.2m Ray that someone at my al would be capable of
You don't know the nuances of the skill or the class; it's just not that simple. This is a full glass cannon build that also has a m2 variance between 0.4 and 0.7
So you're looking at the top end of the range that can be almost halved already
This is also already extremely packed full of flask power
Ive extensively tested the skill with heretic players to make sure I know what Iām talking about. So keep comments about my knowledge to a minimum and letās discuss solutions instead
Youāve proposed one and been adamantly against any other possibility. So Iām not sure progressing this conversation between us would be fruitful, unless you have any alternative solutions to present
I don't really feel like discussing solutions that involve redesigning the skill when it fulfills important purposes for the class outside of pvp
Or involve changing how all flasks work
There's reasons we settled on a pvp damage nerf in the Heretic thread
And contrary to this, we did discuss other options, but it's not hard to understand why they aren't great options
I donāt think the thread really āsettledā on that. 2 or 3 people talked about it, but the thread was mostly focused on the other changes made to heretic (yes, I did read the entire thread). This thread has been much more extensive and had more community input on the topic
Well we don't have that many Heretics playing in general 
Guess heretics may benefit from the point of view of the victims of their perks as they're not many people then
Of course, but I don't see many proposed reasons why a damage nerf would not be sufficient (other than a dislike for fixed miss)
So let's make it identical to manaflask
Might be in the minority here, but outside of PvP, I donāt really care what the other classes do
You donāt think that nerfing the damage will ruin it for PvE? We run all PvE with very little magic because we would t be able to survive anyways.
Nah. Iām pretty set. For now, blood ray should stay as is.
The only benefit is that you have 2 flasks for the purpose so you can alternate
It would be a pvp-only damage nerf, like Apex
So if you mentioned it hitting 800k turn 1, how significant should it be to be balanced?
I assume you mean Manaray flask? Bloodray is Corvus's signature flask essentially, it is a "better" manaray. We were actually talking about swapping manaray out for anything else but haven't settled on anything
In the thread I recommended 50% m1 reduction in pvp, but that's my opinion. It's a fragile build so I'm of the opinion that building glass cannon should give high damage
I feel it's just too much in one package, we have dursa strikes that never miss, can't be blocked, but it takes 2 turns, doesn't deal insane damage, can't crit so no further bonuses from prom hands and amity
There's also a side of bloodray flask that hasn't been considered, it comes with innate 25% crit chance like Ultima. Maybe decreasing that could do something in terms of build?
I don't think you need 5 pieces of gear dedicated to boosting strikes of ursa though
I can pull an optimized bof 25k atk build and still it will be awful don't worry
I doubt any skill with 25k attack will be awful š
25k attack Q.Q
Let's say that with less base atk (14k) but full buff against starlord I couldn't hit over 5-600k if I'm not wrong
In my most recent Ursa testing it works out to about the same DPT as a GS4 build in raiding, I keep trying to shoehorn it into PVP builds, maybe a 2 hand quickcast build pr something
Quick video with "just 20.2k" as I'm too lazy to swap adorns for the purpose
Just jumping in to say that if fixed miss gets removed from all skills then doritos passive needs a rework because it's going to be cancer in pvp
Freeze, stun, sleep, paralysis, blind makes it targetable as they all cancel Dex or reduce it significantly (blind with aaru that can't miss)
That is 0% true btw
Just gonna call it as it is
Dex gearing has come such a long way, people just donāt build into it since itās useless in a fixed miss chance world
Those are all easy to get immunities via gear
Fixed miss is completely unstoppable.
Dex difference is
So the realm is supposed to build all of those and still have a competent build to do damage and build his dex up?
Meanwhile flipping a pancake
This is realm's life since day one 
Trust me, I mained realm for 4 years, through the years where it was absolutely useless. Itās the class archetype I love the most by far. I felt forced to HoC away from it because fixed miss made it literally unplayable to anyone that enjoys PvP
Freeze, paralyze and stun can be immunes with accessories. Blind is hard to apply because you need to land a skill that can be dodged
Sands of aaru is a guaranteed hit skill
You have to hit with it first. Then it's a guaranteed blind. If landing a hit is an issue that's not the solution
Sands of aaru works like blood ray. Canāt be dodged, canāt be blocked
No, it's reduction for EVERY class INCLUDING gilga
If fixed hit gets removed I'm abusing realm until it gets nerfed for pvp because it's going to be incredibly unfun to fight
Here's my question to all RS mains about this. I understand the class is in a rough spot with the current meta in more ways than one; but if there was no fixed miss or guaranteed hit skills, what would stop you from maximizing dex with the easily accessible gear and out-dexing others essentially by default?
If the answer is basically "accuracy augments/effects", then not that much really changes except more people will slot in +accuracy effects, no? How does that help the RS class
Cause you can't max in a meta where people recognise the impact of maluses and we're forced into immunity builds
Still without being able to fully cover all of them while maintaining a significant damage
Not to mention you are giving up a whole bunch of damage to get accuracy stuff, so all of a sudden you're risking not killing in one hit which is almost always a loss
I don't understand the dex endgame too deeply, but I've been trying to run V4 in PvP because I was tired of SS3. BeoH trying to do that are more or less restricted to arisen rift gear and tons of turul feathers, would that not be how essentially everyone would be restricted without flat miss skills?
Aaru sands can't miss, it's guaranteed shot, blind insanely reduces Dex and increase your survivability as an Rs could miss, so we'd be forced into always carrying fey eye or Hel gear ( non optimal for 2h bof damage)
So it's a problem if you can't Min max your gear for damage cause you've to bring accuracy, but it's fine to tell an rs that we can use immunity gear without considering the loss of efficiency
So you have to waste a turn to maybe blind them, if they don't have immunity. Which has multiple good ways to gear for. Not a great strategy
I think removal of fixed miss chance would necessarily introduce skills with accuracy bonuses, including those losing fmc. They just don't need to be 100/95/90% when someone is out dexing you
Realm is already one of the best offensive pvp classes with extra turn stuff
30% avidity comes with either 20 bristles, or 10 monocerus essences, bristles reduce attack monocerus don't add anything useful, still it's either 20 slots for a 30% chance
Yep that's a lot for how powerful it is
And yet your complaint is about not being able to maximise damage cause of accuracy gear (riftrogue has insane stats overall but ok)
You have to maximize damage at my al because HP and defenses start to out scale damage.
I wouldn't say it's "not okay to have to bring accuracy", but in order to keep accuracy/fixed miss/guaranteed hit from invalidating RS (by this logic), you'd have to remove all of it. A new augment just came out this month giving 10% accuracy, it would not require that much sacrifice to slot in 3 of these and turn every skill into Chakram
Not a problem against an rs as we don't have high hp and def, you're covered don't worry
HP gear like pumpkinless scales very well in pvp.
The idea that fixed miss/accuracy stuff invalidates RS, therefore we must remove it means deleting a huge amount of items at this point
Fixed miss is a problem cause it doesn't requires any investment, accuracy does
Iād love another NF blog post analyzing class performance. I people really donāt understand just how dire the PvP scene is for realm. Realm having a 20% chance to act again is so outpaced by over half the classes having a 50% chance to survive a kill shot. Avidity is much more of a PvE thing than a PvP one. 30% cap is just too unreliable
No gear investment in theory, but the skills (should) have drawbacks
If youāre running pumpkinless, Chakram and RS2 just blow you up, no matter how much hp you can get.
I am very hopeful that ss losing fixed miss means RS isn't pigeonholed into bof
The fact that Chakram deal physical damage is also an issue, since it further punishes BoF users. In a vacuum, that makes perfect sense against the BoF meta. But for realm specifically, it just furthers the issue
The issue is damage. If youāre running base or Corvus, any slight breeze kills you. If youāre running Dorado, BoF is mandatory in the one shot meta
Oracle doesnāt cut it
Back in the day when I was grinding BoF in the dumpster tier t10 bracket, a realm that had any idea of what they were doing instantly erased me if they hit avidity at first chance. I don't know what it looks like now but I can see plainly that it's going to be hard for some people to see past performance vs current conditions because it was an intensely negative experience when you lost to avidity.
The one shot meta is primarily perpetuated by ss3 though
And by any other fixed miss/guaranteed hit skill that one shots
Just changing SS just moves the problem to another skill
Vs a well geared realmy who has parapet and and stone dog I should win around 70% of the time on offense, and they should win 70% on offense. Feels fair to me
Bloodray is the only one comparable, and that should be dealt with this patch. Other skills, the answer is don't go bof since it's not really as vicious of a oneshot meta
Iām down to changing both SS and blood ray and seeing how the meta shakes up
Actually with extra turn shenanigans a good realmy is probably winning 90% on offense vs me
I think that's the best course of action here - take it one step at a time. Nerf the outliers and see what happens
True for base and Corvus, yeah. Their PvP performance is in the lower bucket
Dorado is current #1 for offense, #2 for defense. But Doradoās got more in the kit for PvP
Well well well
It will be. Not so much cause of dodging (they resist status effects the higher their dex goes), but more so because other classes canāt invest in dex the same way.
Whatās the metric used here? Settlement fights? Arena? Kingdom wars? Trying to figure out the context since it doesnāt match my experience at all, though Iāll admit that may be skewed by higher level matchups
I was realm before High Tenacity, so I can understand.
As usualā¦.i think one thing at a time. Too many changes will be very unstable.
This is vanilla PvAI data
Is that just kingdom wars?
Is performance similar at all AL brackets?
Thatās good info
I always felt like Dorado was the Realm version to give the class pvp validity outside offense
We can also keep in mind that bloodray's power isn't exactly well-known or widespread yet
Can we see other examples? Just so people have a perspective. I know I need one for other classes
So itās the perfect time to change it, right? Wonāt cause as much outcry, and we prevent a new SS3 situation
Appreciate the additional info. My experience is that more knowledgeable/experienced players (who should trend towards higher AL) will know to use fixed miss chance skills against Dorado, but thatās purely anecdotal
iirc Dorado doesnāt have a big low-AL scene
Yeah I wouldn't want bloodray to become a widespread problem. But I also don't want to gut its potential completely
oh, against, nm
I think bloodray can serve a glass cannon nuke purpose
Realms glass cannon skill does less damage and misses 10% of the time. Iām not against heretic having a nuke, but the numbers are clearly off right now, and itās compounded by it being undodgeable
I almost won a pvp tourney as a 13 AL BeoH, no flat miss ss3 stuff, against a 140 AL Deity. Accuracy wasnt a problem. That was before all of these new dex options 2-3yrs ago.
Really tired of these Dex / Realm OP arguments
I mean you can make it miss 1% of the time instead, but yeah I get the idea. At the very least RSD gets more ward, HP, and warrior gear
Our gear is also dedicated to boosting the nuke's damage with no real flexibility
I donāt get the issue. That doesnāt sound bad at all. 90% to hit. And less damage, but prolly not by much. I donāt feel that that should be the way to compare.
Id like to add context that the current high AL dorado meta is SS3 btw
You just a different animal. Thatās not fair. You winning that only means prolly no one else can lol
Not by much? Phil was claiming 800k turn 1. RS2 will have a hard time cracking 200-300k against most people
Sorry that wasnt meant to be a brag literally just like can we stop this dex boogeyman bs š
I want to see a 800k first turn.
And it deals with a miserable M1, while blood ray has one the highest in the game
Reminder that 800k top end is against people without a lot of res and could have been like 450k by sheer m2 variance
I donāt think itās possible to get 800k. Iām maxing out at 400k against AL0. And get as low as 240ish
450k being the lowest variance is still a 50% increase vs RS2. Resistance doesnāt factor much into it with the M1 it boosts. I got hit pretty consistently for 400k while sporting a high resistance build against a heretic with less 80ALs
Right, so after a pvp damage adjustment, it will be a lot more in line
Sure. I just donāt see a world where blood ray should be allowed to leave the beta unchanged, be that via damage adjustment, miss chance, etc. Iām down to toning down PvP damage significantly and seeing how things shake up
Does anyone know the exact M1 and M2 of Bloodray ? (Odie cough)
If it's glaringly obvious how much higher than alternatives it is then there really isnt an argument to be had.
Numbers never lie
6, 0.4-0.7
Againā¦thatās just a heretic deals more damage. I know m1 is low, but attack is ridiculously high. And in a true glass cannon build, it will be comparable.
People are talking about a 40% damage reduction is not enough. How is that fair when heretic is the āother offensive classā? I get an adjustment, all Iām saying is that weāre gonna go overboard again, and itāll be an issue. Sacrifices are exactly the same, but weāre trading m1 and the extra accuracy for not being able to use it on defense and only having one cartridge. Seems to me it only needs small adjustments.
Iād love to see it in beta
m1 is a low 6?
Both in a heavy glass cannon build, with no second chance and no SF
Iāve heard there are defenses that work. BUT the guy that told me is not available. I really want that info. Just prolly not on turn 1 (Iād assume)
RS2 has to deal with miss chance, pet protect and a M1 of 1. These 2 things are not the same, not matter how much people try to paint it like that
Ok. Fair. Still I think itās close enough to be comparable. Not a huge gap. Yes. Currently blood ray is better. Iām just saying theyāre in the same neighborhood on true glass cannon builds
Unlike ss3 that had the same firepower, but on a 150k hp build with 400k ward
Ran some arena, this is about my top end with a pretty maximized build. I've gone over 800k before but maybe not with comparable AL? Not sure. Maybe using Darkrift Robe
Theyāre not even in the same state. RS2 is very very easy to zero out/significantly lower, even against glass cannon builds
How is an m1 of 6 and an m1 of 1 comparable at all?
I stand corrected. Is that a 95 crit build?
Bloodray has innate 25% crit chance (so 75% in stats)
ā ļøand look at me setting my builds to 95. Whoops?
And btw not that this helps the RS side, but this is gonna happen pretty frequently against classes with second chance
I stand by what I say. Gotta be careful with this one. On this crazy meta, it is the only thing that has worked.
And yeah. SC is 50% on turn 1 (correct me if Iām wrong)? Itās a one shot meta. Only realm has the issue of an auto loss. But so does heretic against almost all realms
Donāt forget that any ward skill using class also wonāt be able to clap back since theyāll be left at 0 ward if they proc SC
I still think gilga should rely on more than just ss3, and maybe they will have to without fixed miss. Give gilga 2.5x crit multiplier
Thatās a proposed solution for Ursa
This is bonkers for anything usable turn 1 flat miss for sure. Without flat miss id argue thats not much different than rend/epee, which is usable on every turn (but spec restricted)
Gear too.
Keep in mind - that's a full flask. The m1 is at 50% with 50% charge turn 1 I believe
Right. I wouldnt even mind 'increased accuracy' similar to what we are trying to get to sub ss3 flat miss for gilga. But flat miss on that is absurd
So now we're talking about m1 of 3 turn 1, which I propose be halved in pvp
Without flat miss its just a rend epee usable once
I know the SS trauma runs deep atm, but there's no problem with Gilga being good and effective with SS imo. The biggest problem has been that everyone and their brother has been good with it and everyone who hasn't has been left off the train. The haves and the have nots.
Can you hit for 750k with rend epee though? š
And requires 5 pieces of gear etc
Hold my beer
In that screenshot I'm running a 7.6x multiplier on bloodray's m1, plus at least a 2.74x crit multiplier (not counting heretic's naturally increased crit boost)
Literally every piece of gear is to boost bloodray (accessories are arisen rings)
Thing is, you can lower the damage output and still oneshot 99% of players
So any damage reduction would have to be significant to justify keeping the guaranteed hit portion of the skill
My defense stat is 67
What amity are you running?
Just 2x crit damage. I could be running crit/parapet but it has a malus I'd have to work around more, or crit +max hp or something
Yeah its really just all the flask boosting stuff that makes bloodray so much higher
So a crit + manaflask amity would boost that even further. At the same time, you could run crit + parapet or pet block and significantly boost survivability in case of SC proccing
Yup that's all true. But anyone can do that
About that beer⦠I kinda drank it
My question is - who cares if it can one shot 500% of your hp pool if you have to dedicate your entire build to it - only for them to use it once and miss. Because we all know building all the multipliers sacrifices a ton of dex.
This is assuming we remove flat miss from blood ray
No, we canāt pet protect against blood ray š
Coral + pet protect would immediately get you an extra 19%
Because there are plenty of other skills that can one shot you for 100% of your hp pool
Bloodray should not lose its guaranteed hit, it's kind of the point of the skill
Then the damage needs to go down to the point it isnāt a consistent one shot
Then in order to balance it, should hit for less than 100% of a normal players hp pool imp
Resulting in a difficult balancing game with all the multipliers available
M2 already has that inconsistency built in, and there's parapet/second chance/high res/hp
As soon as a public server finds a crit + manaflask amity the numbers immediately jump another level. Thatās the issue with just adjusting damage, itās subject to power creep from new gear, events etc
leaving a turn 1 unmissable nuke skill's fate to a coin flip isn't overly appealing imo
I get that. I don't have a great answer considering that this is the largest issue with ss3, but in contrast bloodray has strict build requirements and leaves you fragile
Reducing the m1 makes stacking res more viable as well
And isnāt spammable and canāt be used by AI on defense so yes you can take a territory (maybe) but you arenāt holding it no way no how
Corvus wouldn't hold a territory even if it could use that flask in defense
For the record, it can use the flask on defense - but it won't unless it's fully charged
Heh so
It canāt use it xD
deviating a bit from the current topic to follow up on this, and maybe more towards Odie:
not sure if still doable for the current H2 iteration, but would it be possible to do something like it was done ages ago with the stats/graphs to showcase the popularity and performance outliers among pve/pvp (or even add anguish guilds/settlements to the mix)?
I believe it could be a lot of work and could mess with schedules and priorities over the roadmap - but just in case it was possible. I think the 2023 iteration was a pretty solid blog post that allowed to form opinions on a lot of things (this being the blog post), and with all the new content and adjustments since then it could bring a new perspective of how things evolved
Relevant to the above, I'd also be curious for things like the polls and everything else... What % of people are using what class? Gilga's have traditionally not been very vocal, is some of that based on the players? or is there a factor of not many around?
It's fine for people to state their opinion, but when the same opinion is reiterated roughly 5 times an hour, it may bury any thoughts from others. In my opinion the whole topic of "Flat miss Chance" should be an entirely separate thread, cause frankly anything else stated here is just buried with endless back and forth on that one topic.
sorry guys gotta write this because i think the last 12+ hours of discussions are just absurd. It's incredible to focus this much on PvP in the balance patch as you are doing here. Far less than 1% of the player base has PvP V PvE in the way they spend time in the game, and the vasy majority AT MOST has PvP as a tiny marginal detail extra, which if fully removed wouldn't change their gameplay much. I literally never had anyone in my kingdom , nor ever talked with anyone, who was in the game mainly for PvP (HoA, but the patch is the same for both games so). Even people who care fairly a lot about conqueror build dedicate far less than 50% of their total gametime play to it. So this is all to say that obsessing exclusively over PvP effects of changes is wrong, except if it's PvP-explicit changes (like Gursa not countering anymore which i think was absolutely necessary). SS being nerfed for all classes OBVIOUSLY is more relevant for high agony raiding than for PvP! high agony bottlenecks builds a lot, SS3 dodges most / all maluses, so it's viability is VERY RELEVANT and losing it matters. Might have been necessary (or not) but that should be discussed a lot more than PvP! Same for literally all other changes imho
The problem with this data ( as a data nerd myself and would love to see more of it) is that people will latch onto anything to fit their narrative. A lot of the data doesnt have enough context for it to be fair to share.
For example - a large portion of the RealmDs are high AL, and using SS3, which could account for their high performance currently.
Just because you dont like pvp doesnt mean others dont.
I do think the separate thread is a good idea
We can do that in the future
class performance data as published in the past is useless because the by far most important stat was never published. Which is time efficiency GIVEN AL (and now given AL / anguish level / shackles). That's literally what defines balance, above everything else. To do X (and so to collect Y resources) how much time does it need? the lower, the stronger. Nothing else matters (for balance), literally, definitionally. But that data can't be get server side. Because you never know who is hard trying or not. You don't know where non-hard trying people gravitate to. You would need people hard trying their class / AL / build as much as possible and then compare. That's what balance is about. And that's why NF side data is mostly useless to judge that
Please keep in mind that this is the Orna server, where PvP is much more prevalent
I understand itās not a priority for HoA players, but youāre in the Orna space right now
i am 30th in conq guild in HoA (and haven't played it since august). So i was once close to top 10. I am saying even the people most dedicated to PvP still do far less PvP than PvE, so EVEN FOR THEM PvE is much more relevant, then there is everyone else
i understand this but i don't get why , especially because of reactions like those we saw, we can't just keep going with what already happened for a lot of stuff which is to just wire it differently for PvP specifically.
I didnāt say we couldnāt - Iām only commenting on your suggestion that it is absurd to spend time on PvP. Iām not sure you are aware of the PvP landscape in Orna
I remember how difficult GS was to deal with before the battalions nerf (and other nerfs). It was craaaazy upon launch
it's absurd to spend 80%+++ of the general patch discussion on PvP (imho). I just said that because it went on for like a day in the general thread. Others mentioned doing a PvP general discussion for the beta which sounds reasonable, not my call though
Itās really not absurd. Weāre literally taking over the world here, settlement by settlement
Speaking of which, I really miss the old summary screen that showed how many local 'terriories' newar you were unclaimed and how many local dukes etc š„²
We have T9 people in the top 10 conqueror guild, so I'd say PvP is relevant in Orna
PVP is great because it illuminates glaring balance issues that can also transcend to PVE that may not otherwise be as obvious
PvP is great because you can crush your enemies and hear the lamentations of their women
i don't know man i am a GS i never did anything other than 1 clicking BP for 2 years, and i never had any chance to build anything defensive at all so i never even tried. I just one click and autowin 99%+ of the times except vs gursa counter which is being removed (summons kill the second chance). Doesn't seem a very strategic gamespace to me.
If you had to drive to a territory/settlement you'd consider having a strategy to defend instead of just nuke and come back to take it again
Yeah, I later realised it was a different state of balance that I was trying to refer to, from mid 2025 and with some raid stats, mb
there is none for GS at all at same or close AL, also you can't defend in a game where if you change builds your pvp builds changes , and i play all content with different builds (often different classes where i have far fewer ALs)
How do you lose against the G.Ursa CA, if pacts can't proc it?
It really might be more productive to let the Orna folks speak about PvP in Orna, my friend
I don't know how HoA works but that's why this is a Orna server and thread
ok but i think the "if i change spec / class / pet the pvp build in defense changes" problem is the same in Orna? i don't even understand the concept of building defense unless i can guarantee a specific class / spec / pet will be the defense 100%
If I change spec, pet and whatever I can have different results for sure. Unfortunately or luckily there's not such a thing as the definitive build that anyone can't beat, but you can create different working strategies that allows you to hold your territories or increase the chances of losing a lower amount of them as it's people travelling on the highway maybe so they can't take too long for a single fight or if you know the player against you then you can have specific builds for that class/build and AL
Yeah, that's the same, and mb, meant to reply to your other message up there
I think the whole build changing thing is part of the beauty. You get to choose. Do you want to farm PVE? Well alright but the trad eoff is you might not be at your optimal for defending your settlements while you do that.
eys sorry for the gursa counter i was thinking of when i did ss3 build for a while because i wanted to try if it worked (it did with old selene hands) on GS
so you think a mechanic that makes you not play the game in all it's other aspects to optimize it is good? i strongly disagree
Ah yeah, that makes sense then
Well, you are perfectly free to disagree, but having your cake and eating it too are not premises I agree with when it comes to Orna.
i think for any game, it's inherently bad to discourage playing more, strictly. If there is something you achieve better by not playing the game, then that's something that has to be fixed
"i won't farm mnemonics this hour because Max is taking my territories" is simply not a strategy that should ever benefit you
Personally, I think it's far better to encourage a healthy level of play and player choice having meaning.
I don't mean to devalue you your own opinion. Just stating that I do not share it
you will have much much much wider choices if you were allowed to build defense: including putting ALs specifically only to a classline for PvP defense
also spending a pet there (which is how OS work)
I can do PvP, raids, towers , dungeons without bothering about changing class or spec. It seems more like your problem
If I want to go for an endless run to farm orn I'm changing class and spec, but tbh I couldn't care about losing in PvP while focused on that š
Exactly what I mean by player choice
The biggest difference between the two games is the landscape of opponents
Your Aethric opponents are typically optimized for turnover, as Aethric has limited settlements
Orna optimizes for defense tenfold
Players in Aethric arent waking up in the middle of the night to stop a drive by on their highway domes
more reasons to make defense something you can fix like an OS
because even is ashketa wrote that, i literally don't believe he raids with the same spec and pet and does pvp and dungeons with. And it's not a "me problem". it's just you either play super suboptimally one content, or the other, or just don't play a content at all to allow for defese, or disregard defense. Which is a tradeoff that implies you can often be better off not playing, and i don't understand how that is healthy at all
Complains whole thread is about PvP
Gets into heated discussion about PvP
š
because the defense setting thing as being a major thing for 2+ years and this is a balance patch so after the creator of the game tells me PvP is actually super important, i bring up the only change i think is needed in that content
In this example, theyāre changing their build to counter their opponent, likely recognizing the sprite
You donāt want fixed defense here, you want a build that you can change as fast as possible
I play Dorado blade of finesse with stonewarg for everything I've mentioned
Ang 24 dungeons, ang 16 for towers and raids
sorry odie but i don't understand . Fixed defense would still be changeable quickly if you are in the game. Point is you can't keep defense "good" if you are doing other stuff in many/most cases
people should just have the ability to fix defense PvP like they set OS, but also class / spec , and that stays until they change it regardless of which content they actively are playing ; with sets to quickly change to completly different builds
Any type of game where I can be in the optimal build for whatever I want to do while ignoring any other sort of thing that may be going on is not something I am interested in. If I care enough about settlements to try and defend, I should prioritize that, not jacking up my ascension levels.
Before the 2hands weapon aoe patch I even used the same build for everything, just avidity/Bof passive for hordes with my 2h cele bow
Sure, thatās fair. As long as either is equally accessible and quick to change.
It may be just an additional management layer for some
just think memory hunting, everytime you do that with the pet and everything, your defense is handicapped. Especially if you swap to beo to do that
or i mean all the guild specs, like monumental , great oracle and so on. Why should using them weaken your defense
Because your choices should have impact. If I am choosing to do memories, am I in a raiding build, should I be as strong at raiding? Of course that sounds ludicrous on the surface because you don't raid and do memories at the same time. Well I hold the same view as to pvp. you should be able to do pvp and memories at the same time as effectively as you could do onw or the other.
In Italy we say that if you can't handle wine then just eat the grapes. If you can't tolerate losing territories while enjoying other content, then just don't take part in PvP or accept you'll do the other content not at the optimal condition for it.
Orna PVP is not about guaranteeing 100% winrate IMO, its about optimizing your 'outs' to either get high a winrate as possible or to slowdown your opponents
i am italian and i never heard that saying. I am saying that creating an artificial tradeoff between playing actively and optimizing defense is a mistake as a game should never punish activity
Except when that activity influences ascension levels that somehow impact PvP
If we want to make PvP defense better I'd like to have the possibility to decide the abilities I want for the first 2 turns( if I get to a second turn)
Sometimes even with just one skill equipped I hit with the normal attack while defending which is annoying
yes defense AI could gain from more options the player can set, as well as having log replays accessible would allow people to strategize better
still being able to set a defense build come first and above that
Log replays would not be possible in game I think, its already slow with enough things in your inventory 
I have seen this in bof guild...
Unless you gave someone enough turns to buff up and get iconoclast online and have a fully charged Bloodray (your fault), there is no way an AL0 Bloodray is hitting for 1.2m
Bloodray is an issue because of flask power scaling shoving what was a finisher tool in PvP into a one shot tool not because it is some broken ability on its own or at 0AL
0AL without flask power can maybe crack 120-150k on turn 2 with a full flask Bloodray
0AL with flask power gets that up to around 230k depending on the opponent and assuming they are also AL0 which is around the same amount of damage a full hybrid SS3 or HS3 will hit them back for
Ive seen dmg variance of 400-600k in bof before i even get turns to act. Thanks to flasks giving extra turns 
Bof flask skip is a whole different beast than bloodray t1 nonlive pvp
But i did see one guy doing 1m dmg with bloodray in bof..
Idk how he did that. But i know what i saw.
Maybe my nerfed defence helps thst on my ss 3 build, but still its quite high dmg in live pvp
That just makes the problem bigger.
It's a different problem. And the only way I could think of to charge and use a flask before the enemy even gets a turn is like... Delay strike from sphinx follower on turn 1
And this comes from beoA perspective. I do not have any way to beat corvus in bof.
Otherwise, this didn't happen
Flask> metro> oneshot bc you used 3 turns so rules dont matter anymore
Flasks don't give extra turns if they're not full
You'd also need to take 4 extra turns to break the rules if your opponents took 0 turns
Idk what he did. But every heretic in bof seems to oneshot me before my first turn
As I said, pretty sure the only way to get 0 turns against heretic is through sphinx kit follower rng lol
Sometimes with paraphet i get a second chance but bc thats my 1 turn i cant kill my opponent
You're just forgetting you get 1 turn every time I guess
None of this matters to this thread so I'm gonna stop here
@vocal thicket
Hi
How does heretics turn 1 work in bof ( in scenario where opponent does not get turns)
I know you have been testing stuff
With hera at most the enemy would have 1 turn just after the charge up on t1, to allow a full flask for the added turn
With stormflask you get the combo built in, corvus (i havenāt tested newer charge rates) i would push the next enemy turn back 1 to allow the āsame comboā
Yeah the only way to change the opponent getting a turn is to have a Sphinx Kit delay strike
The opponent always gets one turn otherwise. I have found people throw out a counterattack to stop me when theyāre paying attention and not just clicking the same button over and over
Also side note, enemy can still 1 tap you after passing the total turn count 4, turn 5 is always restriction free regardless of order
Though also this isnāt relevant to current beta š and BoF has its own set of issues and top tier builds. Iād rank HAra turn skip #3 - maybe #2
Id agree with that JUST because of para and SC
Its still 1 single hit
Base hera can do it with aligned sigilflask too, but not the ara nuke
I mean ca was hard nerfed in pvp so currently it acts as second chance with more rng
CA used to be a hard counter for my metronomus strategy too, but now it doesnāt phase me much
Yea i used to counter metro with ca
Now i only use ca to meme in pve with summon block
Anyone rocking chronomancer in BoF deserves to win š it is the coolest spec in the game and I am still frustrated stasis got nerfed in PvP due to PvE cheese
Buuuut hey beta patch?
Dursa can also 2 tap people if they go second now with apex power existing, lots of new stuff happening
But i belive the bloodray needs dmg/pen nerf in pvp
600k dmg without als is kinda crazy without buffs
I love me some chronomancer ā°
Finally got my Dursa off bof and onto a viable build for chrono, ive been happy
Bloodray needs a nerf in PvP, no arguments there.
600k is not with no ALs
I am of the mind that making it require a full flask would be the best solution to not shaft its use by low ALs/no flask power
Though I would also be fine with reducing Flask Power effectiveness for PvP. It was a concern I brought up as soon as we saw it on gear š
Bof has no als...
If the flasks themselves were slightly nerfed in pvp would that solve the issue in a roundabout way? Like apex being reduced
Im sure its been mentioned before
Yes imo
No, because they were added with the intent to increase Hereticās access to PvP amongst other things. It is the same reason that making Bloodray miss while a reasonable solution also takes away part of why the class has the ability in the first place
My pov just doesnt know the math behind the m1/m2 values there, i barely know my own skills i use daily
I don't think you saw 600k bloodray on bof turn 1 with no buffs
Maybe he had mimic to buff him
0ALs turn 1 damage
Thats really fair, apex feels like a pve tool mainly
Gimme apex start to 100% and ill look the other way
What could possibly go wrong
By turn "1" i mean in bof bc i usually only get 1 turn
You usually donāt get a second turn. The only way this changes is if they have a Sphinx Kit DS3
Yup
BeoA is the only ācounterā from that classline in my eyes
I mean beo A has no real dmg or protection vs bloodray build
And Heretic has no real protection š
But you have the dmg
Ive seen my low AL heretics in my kingdom struggle to gain ANY defensive power tbh
Am i wrong for mentioning how horrendous Dara is for pvp? Ive actually been struggling to put together something worthwhile
I meanā¦Jord builds were real cancerā¦
Yeah so⦠what else did your Jord SS3 lose to other than second chance and parapet and another Jord build?
Maybe defensive builds shouldnāt catch everything with full effectiveness š which is part of why status builds should also exist in PvP
Exactly. Sounds good to me.
Honestly i did not use jord. I run other stuff, and i would love status builds if they werent that hard countered by other classess than beo. And base rs + most immunity gear gives too much immunitiea imo
Hi, Chrono..
Maybe immunity gear shouldn't give full immunity in PvP, or be reduced by assassin gear š¤
How does it vary that much with AL? Because Phil with 68 was dealing x2-3 times those amounts, while my BP for example only goes from 130-140k with no AL to 210k tops with 52
Since Flask Power is m1 the raw magic gained from ALs just gets to punch through as much as possible - basically it is an unimpeded m2
Nah, but like it has the same M1 as BP2 in pvp, at least when you use it T1
Thatās why Iām surprised
Flask power multiplies m1, not m2. My m1 in those screenshots is around 21 if I'm not mistaken
Hmmm, ok yeah, that explains it then
@past cobalt hmm what about reducing gear effectiveness in PvP? Yel gear adds what, 15% or something flask power right? What if there's a hard cap on gear bonus (could also include the gear % limit to apex gear, avidity gear, collat gear etc for balance issues) so that "one hit" wonders can only be achieved via high AL or near perfect gear via att/mag stats (and maybe penetration)
Godforged yel gear gives 72.5% bonus for each piece. A cap for pvp could be introduced but I know NF prefers not to make weird distinctions like that
Theoretically, would a hard 25% total (so you can have GF chest and MF legs for example) bonus cap be enough - and by enough I'm thinking enough dmg..
Well you know what, amities also contribute to these "big numbers" so idk if we should include that in our "balancing" aspect. Like, if someone with GF'ed standard quality gear managed to find a 40% crit amity, should they be able to deal more damage compared to someone with 195% GFed gear but garbage amity?
So that's not quite how it works. Godforging any quality piece gives it a 72.5% boost, so a 25% cap is way overshot by one piece
Yeah fair enough. Perhaps quality should somewhat affect gear % boosts then. I just find it hilarious if GFed broken gear gave nearly the same power boost as 200% GFed gear
But yeah, perhaps a PvP hard cap on gear bonus multipliers (ward power, 2h power, flask power, apex power, summon/follower stat etc) might be helpful.
Encourages players to build up mag/att stats via quality gear and ALs instead of getting power creeping gear.
Per Heretic, I still believe the least low AL/general use screwing is to just make Bloodray only useable with a full charge. That also gives more reason to want FoC on HCorvus while not affecting PvE (much) or wrecking Flask Gear, or doing PvP vs PvE specific stuff
I understand it can affect Endless and Raids but I canāt imagine it will be nearly as much as people think - for me in Endless if Bloodray isnāt full, I canāt do enough damage with it when I need it anyway
It also assuages the complaint of Heretic doing too much damage t1 in PvP with a canāt miss skill
And I donāt believe the damage is as big of an issue when Araās Edge (Deity and Beo) and SS3 (Deity, Beo, and Gilga) still exist
Those have a lot less M1, can be blocked by pets and can also be missed, though
Considering SS will soon lose its FMC*
M1 doesnāt matter as much on ascended Deity and Beo due to hybrid options. Heretic actually canāt use Araās Edge super effectively without some ALs and even then can be zeroād
SS3 has high m1 (especially if hybridized) - for comparison, there is no way you can survive it no matter what youāre wearing on a Heretic
Heretic Corvus is the only one with Bloodray and dies to someone farting in his general direction whereas a Gilga, Beo or Deity can sit behind walls of ward and mammoths, spamming SS3, and have second chances, and can use it on AI Defense.
I understand the concerns about Bloodrayās damage and canāt miss. But comparing the the settlement ramifications of āI can usually take territory if my opponent doesnāt Parapet or Second Chanceā (Heretic Corvus) with āI can almost always take and hold territoryā (SS3) is not the same. Heretic canāt defend territory pretty much at all regardless of which but also struggles to take them (without Bloodray) especially from ward giants
And despite that, I am still of the opinion that the best option is to take away the option of t1 Bloodray from PvP.
Removing flat miss removes one of the reasons Corvus has the ability (a canāt miss finisher).
Removing damage or penetration hurts the new Heretic or low AL more than anyone else
Scaling back Flask Power (or just making it apply to Manaflasks) is another option that also sours PvE for new builds people are finding but is the second best solution (IMO) since it was what broke the ability in the first place
Since its a class that doesnt have dex It would be a good idea add accuracy based ward, no?
Comparing it against BP2, BP2 doesn't have fixed miss scaling, it can be blocked by pets, has a capped M1 in pvp, deals 2-3 times less damage while also going full glass cannon fully stacked with pact effectiveness/mag and it also can't be used on the def
And BP2 is considered strong on the offense
Per Bloodpact - okay, youāre on Summoner. You also have (at least) 2 extra bodies now that can also block (non Bloodray). You also go 2-3x deeper in Endless š and are getting a cool PvP-flair GSH rework - which would survive a Bloodray with its new summon sac to survive second chance
And if you survive you could use literally anything to kill the HCorvus
Which again, per my suggestion, wouldnāt be able to Bloodray because they would be dead before the flask was charged š¤·š½āāļø
So, pretty much everyone seems to agree bloodray is problematic in PvP. Should one of the mods get a poll going with all the proposed solutions?
You are aware it's M1 got reduced in this patch, yes?
Yes and it will still kill any Heretic build whatsoever š
Alright, just making sure you knew that it took a not insignificant M1 hit
Why are you bringing endless up when we are talking about bloodray dealing 800k first turn with <70AL
Not to mention Heretic is better than GS at dungeons, towers and PvP
As if endless was a big part of the game, or sum, something you run once a month
So we both agree Bloodray is a problem in PvP but you disagree with my solutions?
I donāt disagree with any solutions, I was just comparing the damage and usefulness of both in pvp offense, and you started bringing endless up for some reason
Not being able to use it first turn might solve the issue, donāt know. But the amount of damage it deals and the fact that it canāt miss or be blocked will definitely still be a big problem
No, it really wonāt - if you let a Heretic charge a flask when they have no way to survive, that is on you
In other games if you let a mage cast a spell that requires time, itās kind of your fault
Thats a really unique and effective way of explaining that. Thank you. It provided clarity and changed my perspective.
Removing the turn 1 aspect would definitely fix most of the concerns people have with bloodray, because it immediately creates infinite ways to counterplay it
Tell that to the AI or to any stall def build, which wonāt really attack first turn and will succumb to the flask second turn. Since we are talking about Heretics using it on the offense. But still, this is most likely the best possible fix, since it makes it counterable and preserves its pve usefulness.
This seems like a great solution to the problem
Poll it
Yea i agree it really isnt op. You sacrifice so much for it and have to play a class that cant win defense battles. Not to mention AI wont use it. Parapet stacking and second chance can give a pretty good chance to live from it. Also is the only thing that the boost really works for. PvE flask power is irrelevant. Maybe nice if it does boost m1 for endless? But still. Maybe make it an m2 buff if it is an m1 boost ig since m1 is already very high. But I dont really think it is a large issue. Biggest thing I use it for is anguish berserk farming open world :p
Does ignore summon blocks at least š but yea bp is re-usable if they get second chance and summons can kill their second and 3rd chances that are possible. Used to be always hit but paired with having 2 other bodies to guarantee 2nd chance wont work... it was too op
Ranger bp combo already pretty much always hits too and has very high damage. Terrible for defense but it was amazing for offense
Yea but still hits really high and something similar with blood ray. Make the items an m2 boost only if what people said about it being m1 boost is true
I mean i do 300k at 56 AL gilgy with ss3 while sacrificing damage for more defense and hp.
But my hit counters 2nd chance since collateral š but yea 800k is a lot lol.
Another thing could be just not making all the gear multiplicative and make the bonus additive. Will still be plenty strong
Oh and that is as a class with 2nd chance and is far tankier
I play a lot of heretic too but I am not really impressed with full yel gear blood ray for pvp. It works worse than gilgy ss3
That hurts the Bloodray and Omniflask PvE builds people are working with right now but nerfing flask power is my second vote if not being made to require a full flask
Yea im not a fan of not being able to use it. I dont really see much wrong with blood ray being strong atm... you sacrifice a lot to play corvus so I have found it underwhelming in pvp even on offense and just useless for defense since AI wont use it until it is full... good luck living that long. I havent messed with omniflask since the buff so idk how strong it is with that gear
Blood-ray already has extremely high m1 though so limiting it to m2 instead of m1 wouldnt destroy it but it would allow res to at least do something. That is if it actually boosts m1 atm, idk though if it does like they are saying so 𤷠just if it does swap it... if not then meh.
But could even just slightly reduce it then in pvp like ultima has been and such so it doesnt effect pve as well if it actually is a problem at higher levels.
But that said, from my use of it i dont really think it is anything crazy. My ss3 does better on pvp offense. So I agree with you on it. Just if they decided to nerf it would rather something like this
My problem with that is mostly bof guild related
The whole kit around blooray feels unfair in pvp content where you are restricted via rules that other can bypass by using charge + delay mechanic
Still think collateral/delay strike/ avidity / sigil flask are way stronger in bof
Stack blue flask first turn as heretic ara, sigil flask and kill 100% hp on your second turn. Extra turn bypasses the 50% hp limit
Delay strike, then collateral can work to guarantee death on your second turn before enemy has 1
Or just high damage high fs delay strike as rs and kill them whenever it does proc.
Gilgy just needs to live 1 turn when 50% hp limit is around and turn 2 collateral works to kill enemy right away, even if they had second chance. Deal 50% first turn then the other 50% and their second chance next turn. While being tanky
The nerf that blocked collateral and avidity turn 1 though way back did fix the most obnoxious parts of it though
Getting the damage needed to kill someone is easy in BoF, it is turn economy that is the limiting factor which is why the 50% limit is there. So even beo is way stronger when they get pet with high enough damage and act rate to hit half and they hit half and kill turn 1
If it happens to counter 1 build somehow more than those... that is normal in this game. I use ss3 and ward a lot, base rs can 0 my ward easy with ward damage boost and their high damage if they hit me. Especially with gilgy low starting ward. Everything has a counter really
Currently everything else is basicly nerfed in bof, but heretics thing.
BeoA pet cant double act on turn 1
Rs cant proc avidity turn 1
Gilga cd cant proc turn 1
Gs summons are reduced to 1 etc
And yet they can all still beat the glass cannon š
Heretic isnāt top dog in BoF. If it were, youād better believe Iād be calling foul on it like I am on Bloodray
To me heretic feels like its one of the top dogs
One of for sure. I mentioned yesterday Iād put Sigilflask turn abuse in the top 3 or 4 builds but it isnāt #1 because itās on Heretic and the builds that beat it tend to not give an opponent a turn rather than giving them 1 - which even if it gets 1 it canāt do anything until #2
however, BoF rule seasons could also shake things up and make it fun in BoF š
Yea changing rules each season would be nice
And props to you for trying weird janky builds. That is what Orna should be! Jank until something sticks
#1437527716634296400 message
Vote!
Those are things that could kill turn 1. And what you are suggesting nerfing isnt even strong in BoF. Sigil flask into vesta 3 is what is strong. Also beo can still kill someone from full to dead first turn or at least proc second chance. Collateral and avidity working turn 2 isnt as op as when it worked turn 1 but it is still crazy strong.
And they were only nerfed after people demonstrated ways to steamroll by getting high fs and not allowing people to even take a turn.
Also just going to say... getting enough damage to take half of someone's hp in a turn in bof is easy so... high damage attacks arent really op in BoF. Turn economy is.
Bloodray is very relevant for pve btw - it's one of my main raiding methods for anguish. It does need some help/specific builds though
Heretic's thing is NOT turn 1 š it's charge turn 1, then use flasks to skip turns to break the rules
And one point of clarity, reducing penetration on the poll also means reducing the overall damage of the spell, not just penetration, yeah? And are these options pvp only?
The moment someone has just a bit of AL the summons become useless, since they have no AL scaling and they very easily start missing or getting zeroed out, so itās not as good as it may seem
Itās better with Nolanās and sequencer, but still, going full mag/pact effectiveness you are looking at 212k at most, with 52AL, and that was against an arcanic. it usually hits for 180-200k, and the moment you start using the Nolanās to not miss youāre dealing 130-150k
So yeah, definitely a lot less damage than Bloodray and SS and against people with similar AL it doesnāt work clearing SC procs, while also being awful defensively
And it doesnāt matter if itās re-usable if youāre dead next turn, and only really need to deal 1 hp to kill them, where you
can just use sands of Aaru, for example
For those reasons I honestly believe that even taking the turn 1 option out is a mistake. It is nothing new. And thereās a lot of classes that can do the same. How have people been defending against ss3? Parapet and block. How about a beo? Same. The problem isnāt blood ray. Itās PvP in general. The thing is heretic doesnāt get ANYTHING else. And all of this is with no defense, ever. And without access to it in defense. Be real. This is just about settlements. Which is still meant to be high turnover. Aināt nobody losing to a heretic when the heretic is defending.
The longer this debate goes, the more I think that blood ray is needed just to compete in any content. Not just PvP. If everyone was playing by the same rules, it wouldnāt be an issue. The reason it was added was because of dex issues. People say itās addressed. But itās really not because investing in dex doesnāt allow me to hit hard at all. While my opponent can have both high defenses and dex.
In the end everyone is comparing blood ray to other skills and saying we all need a pet to stop all of them. Is that a blood ray problem?
Iād love the option of no changes. I refuse to agree to nerf the only viable thing Iāve had in heretic against this ridiculous meta. Heretic spent 2 years in the PvP dumpster. Itās been good on offense for 2 months. Thatās crazy. They need to deal with other stuff first, stuff thatās never dealt with. I refuse to have the class be useless again. In orn gear at f250+ I start needing blood ray to deal with any berserk. Any nerfs to it will put us back in the dark ages. Any hit will end the run. And for PvP simply itās the only option. Nothing else works to deal as much damage to the kind of builds that are out there. The class is designed to be a one shot class. So weāre gonna give up the one skill that is a one shot in a one shot meta with no way to survive past turn 1. Nah.
Excuse the typos. Canāt double check the spelling
I would nerf ara sigils for pvp since It can deal milions of damage and you cant defend it in any way
My local Gilga opponents would like a word with you. Their 1.2m ward Bone Mammoths tank my AV3 Sigilstorm even while they have Gunnr and I have iconoclast