Nerfs in general

So I get that everyone is upset by the bleeding edge nerfs and I for one have to agree that it was critically hit by the nerf bat. Honestly it did need some adjustments as it was far stronger than any thing else in the game. However I also agree that it was hit harder than it should have been and the insanely long cooldown wasn't justified in my opinion. Now considering there are so many threads on the BE nerf I will stop with all that talk here. I've been watching the forums and just like most games many players (and devs it would seem) are instantly saying ability X and ability Y need nerfs right now cause they are "OP". I understand having a perspective that if you aren't using one ability or another you aren't getting the most value out of your play time, hence the ability needs nerfed. Why doesn't anyone ever talk about it buffing other abilities they do like up to the level of OP ability X? I was happy to see the summons get a nice buff and have yet to try them out but I'm looking forward to it. There are so many abilities and combinations of abilities you can use in this game that I think we should be pointing out the ones we like and urging the devs to buff them up to top end levels rather than nerf everything as a whole. This is an ARPG and people like to feel powerful. Make the champion packs a pain in the ass and the bosses a pain in the ass too, that's what they are for but as we clear dungeons we should feel strong. This got a little more long winded than I had wanted but I just wanted to urge players to call for buffs before you call for nerfs for everything. I really enjoy this game and don't want it to become the boring one dimensional game that another ARPG has become. I want to see viability for all abilities allowing players to truly let loose their creative side.

Replies: 2

Created: 4 years, 1 month ago

Category: Feedback & Suggestions

I dont know why everyone is focused on this 10 second cooldown. just dont take the rune. it actually does more damage if you dont. Its the ailment damage going from 20% to 2% and the damage per level being removed that totally screwed the ability.

Created: 4 years, 1 month ago

I dont know why everyone is focused on this 10 second cooldown. just dont take the rune. it actually does more damage if you dont. Its the ailment damage going from 20% to 2% and the damage per level being removed that totally screwed the ability.

Candlejack Original Comment

Honestly the cooldown just seems forced. LIke they couldn't figure out what to do so they just slapped with a cooldown and called it good.

Created: 4 years, 1 month ago

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