Something to note: tempo, as well as turn-usage, should also be considered. There should be a certain value for using your turn to attack, instead of buffing. Likewise, turn-negating moves like stuns, decreases in accuracy, or turn-nullifying moves (like -90% attack debuff) should have a certain value. The greater the utility, the less damage per pip. So certain spells, like 1-pip spells, should not only be calculated based on pip cost, but also based on the cost of opportunity for using your turn to attack with that 1-pip spell instead of, for example, using a +35% blade spell. Also, odd-pip spells (like 1-pip, 3-pip, 5-pip) should be considered to be less useful than even-pip spells, due to lack of being able to use power pips. This has always made those spells a bit more awkward and less desirable. Perhaps increasing the damage per pip and/or utility of those spells might be best? Likewise, spells with tempo (such as an attack spell that, before the spell begins, pushes a debuff towards a the target opponent) should be considered as having greater utility and therefore, greater value.
what i never understood about wiz is schools like ice get both low gear damage and low spell damage; I think counter-balancing these realities is what started breaking the game; for example low damage on Fire's WW gear despite strong spell damage, which was eventually followed by Fire getting ultra-buffed at 130+
life, for example, despite having good stats and decent-to-good spell damage, gets surprisingly good gear damage as well, especially as the levels increase
pvp-centric nerfs "justify" some of the decisions and nerfs, namely for the 7 pip AOEs; for example, stuns are strong in pvp, and frost giant used to be slightly stronger, but was likely nerfed due to the complete dominance of mid level ices back in the day; random add-on: Gaze does cast a damage bubble so have to be aware of certain strong adjunct effects for total spell damage/utility; Gaze was also nerfed for pvp purposes because of the prominence of max level Balance in previous metas; and yes Headless Horseman is flippin broken!
Scarecrow and Call of Khrulhu are like 85 damage away from each other which doesn’t make any sense since Khrulhu is a shadow enchanced spell and scarecrow is 7 pips
Mystic colossus makes me sad. I love myth. I love how they clown on shields. However, breaking a shield before the hit doesn’t justify damage that is cripplingly lower than a 7 pip aoe. And even though Khrthulu is quite weak too, i find it funny that it still does more damage than mystic, even if its utility is objectively better.
Lulu was at 830 before its nerf. Mystic colossus was at 880 before its nerf. Lulu needed a nerf because it had zero drawbacks. Mystic didn't need a nerf because it's drawback was the lackluster utility in pve.
this all just goes to show that PvP ruins this game and they are nerfing everything in the game completely to accommodate for PvP and it's disappointing and are encouraging pay to win thats a rip
Also mystic colossus has such bad damage because having the shield removal effect BEFORE the hit costs an extra pip on top of the 1 pip for tempo, making mystic colossus essentially a 3 pip shadow hit in terms of damage
Actually the dpp for frost giant and storm lord IS severely hindered by the stun (to calculate how much they reduce the dpp add the pip cost of the side effect which is 0 for stun and 1 pip for the tempo bonus, meaning it reduces them by 1 whole rank in damage)
AFAIK and feel free to correct me on this in regards to frost giant the damage got nerfed and has remained that way due to ice being balanced around sustained damage and crowd control. I'm not saying its ok but their logic usually sucks ass anyways. I personally think the spell needs to be brought up to 545 base at least. As for 5 pip shads, life has a single target and its extremely balanced where it is now. Death's lulu got a nerf for a good reason, it was literally the best shadow spell in the game before the nerf and was ultimately unbalanced for the state of the game. Being at 830 aoe with healback meant they literally were hitting the same level of damage as fire's 6 pip aoe was and healing back from it. This made a joke of endgame bosses because death literally could bladestack and hit similar levels of damage to storm with no consequences. Balance still needs a huge buff to its shadow spells because gaze is literally trash and sandwyrm is only good in PVP. Storm got a huge rebalancing for its aoe and its fine where it is shadow wise. Myth needs mystic colossus buffed. It never needed a nerf in the first place in my eyes and was myth's best spell for pve. Dunno why they decided to give it some of the lowest damage ranges while being objectively worse than orthrus. 880 was perfectly fine originally. Fire is fire and we already know what it is. Ice is a school that needs retooling for endgame. Also what's your justification in these videos about life needing a healing per pip nerf? I've yet to see a realistic argument in regards to it and it keeps getting brought up as somehow being an outlier.
Mainly because healing is ridiculously powerful. The second you get critical and have decent outgoing healing you'll being healing way more than what I would considered balanced by the end of arc 2. As i've said though, I don't think it should be a massive nerf. I'm not saying to cut the heals in half. I'm saying that its just a bit too high for what I consider balanced.
@@KaiserNoah Ridiculous how? By the end of arc 2 mobs hit for 20% of your health bar with spells on top of the access to high starting pips and cheats. You're also accounting for the fact that most bosses by the end of arc 2 have health ranging from 10-20k. Literally every boss in azteca starts with max pips and has access to 10 pip spells which hit for their base damage +criticals + mob's outgoing + factoring in enemy traps. Let's say you are using waterworks gear up until that point, you're ranging from around 4-5k health and that's cleaning off a third of that alone. Now let's do the math of how much healing you achieve on a normal basis per fight if you're efficient. Satyr alone would only heal 1100-1300 or about critical 1950 which is about right for the cost of the spell and the lost of turns for accumulating damage. Arc 3 gives 100%+ outgoing damage + pierce to the mobs, which means they hit hard and crit hard. This is pronounced in empyrea and literally was what made the world hard. As a life main I was potentially 3 tapped by mobs with aoes in that world and my satyr capped at around 2300 with criticals. You're not convincing me here given how much I play my school and know the average playerbase. Most pigsies heal around 2400 even with outgoing gear and a crit without additional modifiers like sanctuary and blades. You can't posit death needs more damage and then life needs less healing. It's entirely stupid.
@@SoccYT You are calling me stupid over suggesting changing the base heals by barely anything. For suggesting changing Khrythulu damage by barely anything so that it’s worth it to use over scarecrow. Not gonna argue. Good day.
@@KaiserNoah I never called you stupid, I called your stance stupid. I called out your point and you haven't provided any logical reasoning for healing to be nerfed based on actual gameplay. I made a parallel to life healing and death healing because at the end of the day the objective reasoning is sustaining healing offered by the spells is unbalanced based on your stance that arc 2 somehow is the marker for why healing needs nerfing. Death gets healing by dealing damage and loses a small amount of damage to compensate, life uses raw pip power and losses a minimum of 2 turns as a cost of healing. If your ability to read what I'm saying is only limited to "you're stupid" you're not going to convince me you know the game and the design intent of the game. With that being said I'm done here. I'm not wasting any more time watching a channel in which it can't take constructive feedback when discussing the game. I haven't insulted you once when I commented on your videos.
@@danslescatacombs Eat healthy, exercise. Going in all at once is never a good idea and just keeping a regimen is much better for consistency. A few years ago I went too hard on dieting and lost 80 pounds in 2 months, but gained it all back later because it’s not sustainable. I’d recommend just starting off light, maybe going for walks and trying to eat better and weaning up until you’re happy and sustainable. you’ll get there! :)
Something to note: tempo, as well as turn-usage, should also be considered.
There should be a certain value for using your turn to attack, instead of buffing. Likewise, turn-negating moves like stuns, decreases in accuracy, or turn-nullifying moves (like -90% attack debuff) should have a certain value. The greater the utility, the less damage per pip.
So certain spells, like 1-pip spells, should not only be calculated based on pip cost, but also based on the cost of opportunity for using your turn to attack with that 1-pip spell instead of, for example, using a +35% blade spell.
Also, odd-pip spells (like 1-pip, 3-pip, 5-pip) should be considered to be less useful than even-pip spells, due to lack of being able to use power pips. This has always made those spells a bit more awkward and less desirable. Perhaps increasing the damage per pip and/or utility of those spells might be best?
Likewise, spells with tempo (such as an attack spell that, before the spell begins, pushes a debuff towards a the target opponent) should be considered as having greater utility and therefore, greater value.
what i never understood about wiz is schools like ice get both low gear damage and low spell damage; I think counter-balancing these realities is what started breaking the game; for example low damage on Fire's WW gear despite strong spell damage, which was eventually followed by Fire getting ultra-buffed at 130+
life, for example, despite having good stats and decent-to-good spell damage, gets surprisingly good gear damage as well, especially as the levels increase
i really love your videos!
Thank you! :)
pvp-centric nerfs "justify" some of the decisions and nerfs, namely for the 7 pip AOEs; for example, stuns are strong in pvp, and frost giant used to be slightly stronger, but was likely nerfed due to the complete dominance of mid level ices back in the day; random add-on: Gaze does cast a damage bubble so have to be aware of certain strong adjunct effects for total spell damage/utility; Gaze was also nerfed for pvp purposes because of the prominence of max level Balance in previous metas; and yes Headless Horseman is flippin broken!
Where Noah says ‘don’t know why’- substitute kingsisle not knowing either.
Scarecrow and Call of Khrulhu are like 85 damage away from each other which doesn’t make any sense since Khrulhu is a shadow enchanced spell and scarecrow is 7 pips
Mystic colossus makes me sad. I love myth. I love how they clown on shields. However, breaking a shield before the hit doesn’t justify damage that is cripplingly lower than a 7 pip aoe.
And even though Khrthulu is quite weak too, i find it funny that it still does more damage than mystic, even if its utility is objectively better.
Lulu was at 830 before its nerf. Mystic colossus was at 880 before its nerf. Lulu needed a nerf because it had zero drawbacks. Mystic didn't need a nerf because it's drawback was the lackluster utility in pve.
Instead of sabertooth or gaze balance just use judgement 99% of the time for 100 per pip
i do agree with you on this they need to shorten a lot of the animation on a lot of spells which can make the game run even more smoothly
this all just goes to show that PvP ruins this game and they are nerfing everything in the game completely to accommodate for PvP and it's disappointing and are encouraging pay to win thats a rip
Also mystic colossus has such bad damage because having the shield removal effect BEFORE the hit costs an extra pip on top of the 1 pip for tempo, making mystic colossus essentially a 3 pip shadow hit in terms of damage
Actually the dpp for frost giant and storm lord IS severely hindered by the stun (to calculate how much they reduce the dpp add the pip cost of the side effect which is 0 for stun and 1 pip for the tempo bonus, meaning it reduces them by 1 whole rank in damage)
as a myth mystic colossus gives me depression
As an ice, most of them give me depression
Well ik 1 thing that needs to be balanced which is the Morganthe worlds and higher
Life's 10 pip is an AoE?
Oh, I guess its not.
Doesnt change much, no one uses 10 pip spells anyways.
@@KaiserNoah They also live in Azteca, gross.
AFAIK and feel free to correct me on this in regards to frost giant the damage got nerfed and has remained that way due to ice being balanced around sustained damage and crowd control. I'm not saying its ok but their logic usually sucks ass anyways. I personally think the spell needs to be brought up to 545 base at least.
As for 5 pip shads, life has a single target and its extremely balanced where it is now.
Death's lulu got a nerf for a good reason, it was literally the best shadow spell in the game before the nerf and was ultimately unbalanced for the state of the game. Being at 830 aoe with healback meant they literally were hitting the same level of damage as fire's 6 pip aoe was and healing back from it. This made a joke of endgame bosses because death literally could bladestack and hit similar levels of damage to storm with no consequences.
Balance still needs a huge buff to its shadow spells because gaze is literally trash and sandwyrm is only good in PVP.
Storm got a huge rebalancing for its aoe and its fine where it is shadow wise.
Myth needs mystic colossus buffed. It never needed a nerf in the first place in my eyes and was myth's best spell for pve. Dunno why they decided to give it some of the lowest damage ranges while being objectively worse than orthrus. 880 was perfectly fine originally.
Fire is fire and we already know what it is.
Ice is a school that needs retooling for endgame.
Also what's your justification in these videos about life needing a healing per pip nerf? I've yet to see a realistic argument in regards to it and it keeps getting brought up as somehow being an outlier.
Mainly because healing is ridiculously powerful. The second you get critical and have decent outgoing healing you'll being healing way more than what I would considered balanced by the end of arc 2. As i've said though, I don't think it should be a massive nerf. I'm not saying to cut the heals in half. I'm saying that its just a bit too high for what I consider balanced.
@@KaiserNoah Ridiculous how? By the end of arc 2 mobs hit for 20% of your health bar with spells on top of the access to high starting pips and cheats. You're also accounting for the fact that most bosses by the end of arc 2 have health ranging from 10-20k. Literally every boss in azteca starts with max pips and has access to 10 pip spells which hit for their base damage +criticals + mob's outgoing + factoring in enemy traps. Let's say you are using waterworks gear up until that point, you're ranging from around 4-5k health and that's cleaning off a third of that alone.
Now let's do the math of how much healing you achieve on a normal basis per fight if you're efficient. Satyr alone would only heal 1100-1300 or about critical 1950 which is about right for the cost of the spell and the lost of turns for accumulating damage.
Arc 3 gives 100%+ outgoing damage + pierce to the mobs, which means they hit hard and crit hard. This is pronounced in empyrea and literally was what made the world hard. As a life main I was potentially 3 tapped by mobs with aoes in that world and my satyr capped at around 2300 with criticals.
You're not convincing me here given how much I play my school and know the average playerbase. Most pigsies heal around 2400 even with outgoing gear and a crit without additional modifiers like sanctuary and blades.
You can't posit death needs more damage and then life needs less healing. It's entirely stupid.
@@SoccYT You are calling me stupid over suggesting changing the base heals by barely anything. For suggesting changing Khrythulu damage by barely anything so that it’s worth it to use over scarecrow.
Not gonna argue. Good day.
@@KaiserNoah I never called you stupid, I called your stance stupid. I called out your point and you haven't provided any logical reasoning for healing to be nerfed based on actual gameplay. I made a parallel to life healing and death healing because at the end of the day the objective reasoning is sustaining healing offered by the spells is unbalanced based on your stance that arc 2 somehow is the marker for why healing needs nerfing. Death gets healing by dealing damage and loses a small amount of damage to compensate, life uses raw pip power and losses a minimum of 2 turns as a cost of healing.
If your ability to read what I'm saying is only limited to "you're stupid" you're not going to convince me you know the game and the design intent of the game.
With that being said I'm done here. I'm not wasting any more time watching a channel in which it can't take constructive feedback when discussing the game. I haven't insulted you once when I commented on your videos.
@@SoccYT You'll be sorely missed.
Are you trying to lose weight
Are you?
@@KaiserNoah Yea i need some advice
@@danslescatacombs Eat healthy, exercise. Going in all at once is never a good idea and just keeping a regimen is much better for consistency. A few years ago I went too hard on dieting and lost 80 pounds in 2 months, but gained it all back later because it’s not sustainable. I’d recommend just starting off light, maybe going for walks and trying to eat better and weaning up until you’re happy and sustainable. you’ll get there! :)
@@KaiserNoah Thanks
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