TigerShark22 489 Report post Posted July 26, 2021 (edited) It did take me a bit to have the time to write something. Here are my findings : First: about destroyer nerf- even getting it back to 130%, doesn't change anything. it doesnt serve it's purpose and AC is still far better, and this skill is useless. People literally only complained only about the crit destroyer has with sword, so I suggest getting the damage boost back to 160%, yet nerfing the crit from 28% to like 12% ( 16% diff between sword and axe). I do believe destroyer needs a boost in PVE- RN destroyer does around the same DPS as AC if all the 3 hits connect, yet if even 1 misses- the skill doesnt worth using ( which will happen a lot, tested ). I suggest boosting the PVE damage to 300%~350% per hit, yet adding 20%~30% AR so it will actually be worth using, and not just a skill a fs use for fun and nostalgy. 2nd about rage of zecream - totally useless skill due to it's chance to miss, fs doesn't have any reason using it due to the DPS being the same as just spamming AC ( 2 hits of that defiantly make you a bit faster, 1 hit makes you around the same~ a bit slower than usually, totall miss makes you slower, DPS wise it just doesnt win spamming AC ). I suggest making it an AOE which cant miss which has to be stronger than cyclone at it's range ( so it will be worth using against a group which are in the front of the fs, yet cyclone prevails at the time fs being surrounded due to it's range ) yet nerfing it's power so it wont be good at 1v1 or too good AOE. why? the suggestions to boost this skill as an additional to the fs routine were made before the fire vortex. RN fs has a skill which require him to pot mp, sp and hp before the cast , syncing that with Destroyer and AC is ok, and in additional he has to pot hp even with a tank, adding ROZ makes the gameplay just not fun and chorish, that beside the fact that Destroyer is a much more fun option to use than ROZ at 1v1, and any fs player would agree with me, and we already get to use the fire aspect, and that is the fire vortex. for AOE ROZ can be fine though, not as a 1v1 skill. Note- The destroyer boost should be instead of the ideal ROZ DPS boost. I do believe every fighter prefers to use destroyer at 1v1, and just looks for an excuse to use it, despite it being not a good option RN, and every fighter prefers ROZ as an AOE which outperform cyclone in a certain range conditions, yet loses to it in another conditions ( how the mobs are scattered etc ). 3. health boost- the skill outdated and it doesnt fit the : " higher lvl I am the better I become " concept. Im not suggesting an OP boost like 30% in the OG server, like around 18%~ 20% is enough there. 4. Raving- I get that the skill is made to help a fs+ tank to kill while exping, yet it doesn't serve it's purpose. it has no AR boost, the hp reduction is too much making fs to pot way more, even behind a tank, and ofc trapping him in the 5 constant hit combo without potting. those stuffs can be good for archers/ atas who are far away, yet not for fs who suffers either direct DPS from a mob/ the splash damage of a mob. for the skill to be worth using it needs an AR boost/ reduce the hp penality from 5.5 to maybe 1, yet making the animation of the skill a bit faster. though then again, its not as fun to use as AC+ destroyer+ fire vortex, can be good for just another option at PVE though. Last 1, both for mech and fs : Changing the stats of hammers/ axes so those will be worth using. Idk how it is for meches, but they do complain about it. Though I can tell from the side of a fs: spamming AC alone to kill a mob at SS with a sword makes you kill around 25% faster than an axe in average ( tested, both were 138+24 DNT with ideal gears, yet not due to the new things I guess the gap will grow bigger due to the hunting stuffs ), which is supposed to be either equal, or a bit better. I do believe that it's broken. and as mentioned before, axes are stuck in time, and didn't improve as well as other weapons and I do believe the GM needs to look into that. To the sharp ones- I did mention above to nerf the overall crit of destroyer and not the crit of this skill using swords, so the GM will have easier time and flexibility to change axes the way they deserve to be, so it wont get any more complaints at pvp. Thx for reading. Edited July 26, 2021 by TigerShark22 5 1 Share this post Link to post Share on other sites
wtrab209b 57 Report post Posted July 26, 2021 1 hour ago, TigerShark22 said: I do believe destroyer needs a boost in PVE. it will actually be worth using, and not just a skill a fs use for fun and nostalgy. health boost- the skill outdated and it doesnt fit the : " higher lvl I am the better I become " concept. Last 1, both for mech and fs : Changing the stats of hammers/ axes so those will be worth using. +1 - High level mobs are way more tanky in 1v1 aspect. If AC can deliver way better dps, why bother using Destroyer? It doesn't work as a nice addition to the skill cycle but in fact a Dps reduction if you miss Destroyer. Make it worth waiting for that 13 seconds cooldown and long ass animation. - Health boost is just as as Hellion. - The fact that they didn't rework Hellion but reduce the mana/stm cost instead. It's like the last minute to deliver the patch and be like "Ermm guys about Hellion, ummmm ok mana/stm reduced boom done" Spoiler Also, people have been asking for Axe rework and still left untouched. Share this post Link to post Share on other sites
DeadlyWarrior 688 Report post Posted July 29, 2021 (edited) On 7/26/2021 at 10:14 AM, TigerShark22 said: It did take me a bit to have the time to write something. Here are my findings : First: about destroyer nerf- even getting it back to 130%, doesn't change anything. it doesnt serve it's purpose and AC is still far better, and this skill is useless. People literally only complained only about the crit destroyer has with sword, so I suggest getting the damage boost back to 160%, yet nerfing the crit from 28% to like 12% ( 16% diff between sword and axe). I do believe destroyer needs a boost in PVE- RN destroyer does around the same DPS as AC if all the 3 hits connect, yet if even 1 misses- the skill doesnt worth using ( which will happen a lot, tested ). I suggest boosting the PVE damage to 300%~350% per hit, yet adding 20%~30% AR so it will actually be worth using, and not just a skill a fs use for fun and nostalgy. 2nd about rage of zecream - totally useless skill due to it's chance to miss, fs doesn't have any reason using it due to the DPS being the same as just spamming AC ( 2 hits of that defiantly make you a bit faster, 1 hit makes you around the same~ a bit slower than usually, totall miss makes you slower, DPS wise it just doesnt win spamming AC ). I suggest making it an AOE which cant miss which has to be stronger than cyclone at it's range ( so it will be worth using against a group which are in the front of the fs, yet cyclone prevails at the time fs being surrounded due to it's range ) yet nerfing it's power so it wont be good at 1v1 or too good AOE. why? the suggestions to boost this skill as an additional to the fs routine were made before the fire vortex. RN fs has a skill which require him to pot mp, sp and hp before the cast , syncing that with Destroyer and AC is ok, and in additional he has to pot hp even with a tank, adding ROZ makes the gameplay just not fun and chorish, that beside the fact that Destroyer is a much more fun option to use than ROZ at 1v1, and any fs player would agree with me, and we already get to use the fire aspect, and that is the fire vortex. for AOE ROZ can be fine though, not as a 1v1 skill. Note- The destroyer boost should be instead of the ideal ROZ DPS boost. I do believe every fighter prefers to use destroyer at 1v1, and just looks for an excuse to use it, despite it being not a good option RN, and every fighter prefers ROZ as an AOE which outperform cyclone in a certain range conditions, yet loses to it in another conditions ( how the mobs are scattered etc ). 3. health boost- the skill outdated and it doesnt fit the : " higher lvl I am the better I become " concept. Im not suggesting an OP boost like 30% in the OG server, like around 18%~ 20% is enough there. 4. Raving- I get that the skill is made to help a fs+ tank to kill while exping, yet it doesn't serve it's purpose. it has no AR boost, the hp reduction is too much making fs to pot way more, even behind a tank, and ofc trapping him in the 5 constant hit combo without potting. those stuffs can be good for archers/ atas who are far away, yet not for fs who suffers either direct DPS from a mob/ the splash damage of a mob. for the skill to be worth using it needs an AR boost/ reduce the hp penality from 5.5 to maybe 1, yet making the animation of the skill a bit faster. though then again, its not as fun to use as AC+ destroyer+ fire vortex, can be good for just another option at PVE though. Last 1, both for mech and fs : Changing the stats of hammers/ axes so those will be worth using. Idk how it is for meches, but they do complain about it. Though I can tell from the side of a fs: spamming AC alone to kill a mob at SS with a sword makes you kill around 25% faster than an axe in average ( tested, both were 138+24 DNT with ideal gears, yet not due to the new things I guess the gap will grow bigger due to the hunting stuffs ), which is supposed to be either equal, or a bit better. I do believe that it's broken. and as mentioned before, axes are stuck in time, and didn't improve as well as other weapons and I do believe the GM needs to look into that. To the sharp ones- I did mention above to nerf the overall crit of destroyer and not the crit of this skill using swords, so the GM will have easier time and flexibility to change axes the way they deserve to be, so it wont get any more complaints at pvp. Thx for reading. +1 to your FS analyzes. about hammers, i am not sure if that is really so bad. but okay not our topic. about the idea of changing stats of axes. i dont have a solution for it for now, but my first idea is to change the aging formular for axes. axes have low critical rate, so probably it would be a a good update if there is an additional critical damage for axes. like: +0.3% critical damage every +1. hammers get +0.3% critical rating every +1. So axes at +24 would have +7% extra critical damage, but a low critical rate. that was my first idea. but i dont know if that is a good solution or not. need tests for that Edited July 29, 2021 by DeadlyWarrior Share this post Link to post Share on other sites
TigerShark22 489 Report post Posted July 29, 2021 2 hours ago, DeadlyWarrior said: +1 to your FS analyzes. about hammers, i am not sure if that is really so bad. but okay not our topic. about the idea of changing stats of axes. i dont have a solution for it for now, but my first idea is to change the aging formular for axes. axes have low critical rate, so probably it would be a a good update if there is an additional critical damage for axes. like: +0.3% critical damage every +1. hammers get +0.3% critical rating every +1. So axes at +24 would have +7% extra critical damage, but a low critical rate. that was my first idea. but i dont know if that is a good solution or not. need tests for that More like the aging formula of a sword will probably close the gap. With a +5 +0.5 formula, swords will have +33 AR, +4% crit and +3% block, yet a bit lower damage than an axe. I doubt that the hammer's aging formula can close the insane DPS gap of around an average of 25% per mob, especially when axes are supposed to be FS's main weapon. Share this post Link to post Share on other sites
DeadlyWarrior 688 Report post Posted July 29, 2021 (edited) 12 hours ago, TigerShark22 said: More like the aging formula of a sword will probably close the gap. With a +5 +0.5 formula, swords will have +33 AR, +4% crit and +3% block, yet a bit lower damage than an axe. I doubt that the hammer's aging formula can close the insane DPS gap of around an average of 25% per mob, especially when axes are supposed to be FS's main weapon. Edited July 29, 2021 by DeadlyWarrior Share this post Link to post Share on other sites