A day to remember....

griralith

Fledgling Freddie
Joined
Apr 27, 2005
Messages
402
this is taken from the fresh 1.75 release notes...

:clap:


Warlock

- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines :

2 Lesser Beguiled Pain - Damage : 10
3 Beguiled Pain - Damage : 15
8 Greater Beguiled Pain - Damage : 34
13 Lesser Beguiled Pain - Damage : 66
18 Beguiled Injury- Damage : 77
24 Greater Beguiled Injury - Damage : 97
34 Lesser Beguiled Hex - Damage : 135
43 Beguiled Hex - Damage : 168
49 Greater Beguiled Hex - Damage : 191

5 Infernal Sore - Damage : 9/pulse
9 Infernal Eruption - Damage : 15/pulse
19 Infernal Rot - Damage : 37/pulse
30 Infernal Degeneration - Damage : 55/pulse
41 Infernal Infection - Damage : 76/pulse
46 Infernal Erosion - Damage : 88/pulse


Seems there is fairness in life afterall :clap:
 

Knolan

Fledgling Freddie
Joined
Jul 21, 2004
Messages
707
grats on the #100 thread about the nerf!


on a serious note... they have more spells to use, i personally dont think it will make much of a difference, unless your solo and get DoT'ted
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
griralith said:
this is taken from the fresh 1.75 release notes...

:clap:


Warlock

- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines :

2 Lesser Beguiled Pain - Damage : 10
3 Beguiled Pain - Damage : 15
8 Greater Beguiled Pain - Damage : 34
13 Lesser Beguiled Pain - Damage : 66
18 Beguiled Injury- Damage : 77
24 Greater Beguiled Injury - Damage : 97
34 Lesser Beguiled Hex - Damage : 135
43 Beguiled Hex - Damage : 168
49 Greater Beguiled Hex - Damage : 191

5 Infernal Sore - Damage : 9/pulse
9 Infernal Eruption - Damage : 15/pulse
19 Infernal Rot - Damage : 37/pulse
30 Infernal Degeneration - Damage : 55/pulse
41 Infernal Infection - Damage : 76/pulse
46 Infernal Erosion - Damage : 88/pulse


Seems there is fairness in life afterall :clap:

Bet you still drop like a cheap pair of whores knickers after the nerf against warlocks :clap:
 

Knolan

Fledgling Freddie
Joined
Jul 21, 2004
Messages
707
Mas said:
Bet you still drop like a cheap pair of whores knickers after the nerf against warlocks :clap:

the guy who's e-peen suddenly came to "i think im leet" status when he rolled a WL :puke:
 

rure

Fledgling Freddie
Joined
Jan 22, 2004
Messages
1,246
Mas said:
Bet you still drop like a cheap pair of whores knickers after the nerf against warlocks :clap:

You are stupid.
 

trycorn

Fledgling Freddie
Joined
May 19, 2004
Messages
1,424
Mas said:
Bet you still drop like a cheap pair of whores knickers after the nerf against warlocks :clap:
aoe mezz, cleric stun, c ya warcock ....
 

Belomar

Part of the furniture
Joined
Dec 30, 2003
Messages
5,106
Mas said:
Bet you still drop like a cheap pair of whores knickers after the nerf against warlocks :clap:
Oooh, another place to spam!

warlocksarebalanced1st.jpg


:D
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
All thats left is the hibbie board belomar, im sure you can squeeze that in, and knolan talking bout e-peens, when you would only give crack to your grp members only back in TMM cause you had elite red crack, then went all fotm and rolled hib then went back alb .......... sigh
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
warlocks are slightly less stupidly overpowered post-nerf, you'll have to have half a brain to gank people with them (rather than the current "no brain required")

Still seriously needing a few more cracks of the nerf du boeuf though.
 

Baldrian

Fledgling Freddie
Joined
Sep 24, 2004
Messages
723
Still say the problem with warlocks is not just the damage, its also the having longer range than ANY other class.

Camp tower with 3-4 warlocks and no one ever comes near.
 

Knolan

Fledgling Freddie
Joined
Jul 21, 2004
Messages
707
Mas said:
All thats left is the hibbie board belomar, im sure you can squeeze that in, and knolan talking bout e-peens, when you would only give crack to your grp members only back in TMM cause you had elite red crack, then went all fotm and rolled hib then went back alb .......... sigh

at least i didnt roll a warlock... says enough tbh

think i can be quite proud at myself, i seemed to have left you with quite a trauma! since its the 3rd time you mention it. i dont even know who you are and frankly i couldnt give a fuck either.
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
Knolan said:
at least i didnt roll a warlock... says enough tbh

think i can be quite proud at myself, i seemed to have left you with quite a trauma! since its the 3rd time you mention it. i dont even know who you are and frankly i couldnt give a fuck either.


3rd time i mentioned it first time you replied, so it is the same 14 yr old dude then is it, then i expect no better form your posts, as you have clearly demonstrated.
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
Flimgoblin said:
warlocks are slightly less stupidly overpowered post-nerf, you'll have to have half a brain to gank people with them (rather than the current "no brain required")

Still seriously needing a few more cracks of the nerf du boeuf though.

What would you like to see nerfed flim ? How would you make them a balanced char ?
 

Downanael

Fledgling Freddie
Joined
Dec 23, 2003
Messages
2,440
Mas said:
What would you like to see nerfed flim ? How would you make them a balanced char ?

put dd's dmg's to normal casters,remove chambers but keep the double cast with dex bit affecting it.

On short,remove the insta shit
 

Knolan

Fledgling Freddie
Joined
Jul 21, 2004
Messages
707
Mas said:
3rd time i mentioned it first time you replied, so it is the same 14 yr old dude then is it, then i expect no better form your posts, as you have clearly demonstrated.


your clearly not having your information right.
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
Mas said:
What would you like to see nerfed flim ? How would you make them a balanced char ?

either:
put a 20s timer on the uninterruptable primer (shorter timer based on witchcraft spec)

or

make all the primers fixed casting time (like the curse spells)

or

remove the damage spells from what was meant to be the utility line (hexing)

fixed!
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
Flimgoblin said:
either:
put a 20s timer on the uninterruptable primer (shorter timer based on witchcraft spec)

or

make all the primers fixed casting time (like the curse spells)

or

remove the damage spells from what was meant to be the utility line (hexing)

fixed!

Point 1 ok fair enough, may need more spec points however to do that.

Point 2 Primers Fixed cast times of 4 secs is prerty bad, after chambers we are limited to 4sec casts, would be an utter waste of a char. unit cast 4 sec, be dead before its cast, now if it was dex modified then yes this is ok.

Point 3 Again ok point, but need damage in some line, and again may need more spec points as the only option would be tri spec.

For me, id make chambers 20 min and lost if not used, Keep primers as they are dex modified, Put spreadheal into another line, drop pom and give speed instead.
 

Sollers

Fledgling Freddie
Joined
Feb 28, 2005
Messages
749
Mas said:
What would you like to see nerfed flim ? How would you make them a balanced char ?

I'd say deleting them would be a nice start :D

Then give sorcs baseline insta lifetap and SoS, and I'm a happy bunny

<3
 

Flimgoblin

It's my birthday today!
Joined
Dec 24, 2003
Messages
8,324
Mas said:
Point 2 Primers Fixed cast times of 4 secs is prerty bad, after chambers we are limited to 4sec casts, would be an utter waste of a char. unit cast 4 sec, be dead before its cast, now if it was dex modified then yes this is ok.

Point 3 Again ok point, but need damage in some line, and again may need more spec points as the only option would be tri spec.

For me, id make chambers 20 min and lost if not used, Keep primers as they are dex modified, Put spreadheal into another line, drop pom and give speed instead.

point 2 - not necessarily 4 seconds, but just fixed cast time (i.e. fixed at 2s or fixed at 1.5) - one of the big things about warlocks in beta was that they didn't benefit much from buffbots because of the fixed cast times. They removed the recast timers on the primers and suddenly they were just like every other caster.

Curse is the damage line, with chambers allowing you to get the spells off when you're not able to spend 4 seconds casting ... - the warlock should have been a utility caster not a damage caster - they could fire off nasty double-barreled hits (with weaving spells together) and be good in a number of situations (normal heals, spreadheal, nearsight, snare, extra range, bolts) but for sustained nuking not the best.

Unfortunately all they are is an "uninterruptable lifetapper class" to just about everyone...


added: not a bad suggestion there- remove the chamberdump thing... personally I quite like the chambering as a system but dislike the 5 or 6 UI casts afterwards... to reduce the oneshotting maybe reduce the damage of spells in chambers.
 

Mas

One of Freddy's beloved
Joined
Apr 22, 2005
Messages
946
Flimgoblin said:
added: not a bad suggestion there- remove the chamberdump thing... personally I quite like the chambering as a system but dislike the 5 or 6 UI casts afterwards... to reduce the oneshotting maybe reduce the damage of spells in chambers.

Thats part of the nerf in 1.75 DPS in chambers, as well with LT and dot. 3 chamber specs stil harnesses more dps than 2 chamber spec with added bonus of faster powerless and lower pow usage on unit, and of course the bolt in chamber 3.
 

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