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If it's truly mainly multiplayer, it'd make a lot more sense if like... being under the effect of another player's water aura made yours less effective.
So like... if you're alone, you have 100% effective. If it's two players, each one is 75% (so there's an increase, but not as much). If there's 3 players, it's 66%, and so on. Diminishing returns the more players you stack, so it becomes not worth having the skill points invested over other options, since someone with very low intelligence paired with someone who had high intelligence would actually diminish the total healing more than they'd add in.
Yeah, as a solo player i'm just going to get rid of it. It's just not that good, might as well start using bandages for post battle heals as it is now.
As the game is currently, there isn't really any balancing for multiplayer, they can already swarm mobs and bosses much more easily since there is no penalty... This nerf is understandable (I called it not long after the game released), but as it is now it just hurts solo players way more than necessary...
As far as I know, actually healing other players hasn't changed, which means you are still more likely to heal the wrong person than the one that is actually about to die (or just end up healing yourself lmao). The most reliable healing has been all but removed, so now it's back to chugging potions and using bandages when you have some down time as well as using health regen food and gear (so much for support class too). Will make it much more of a slog for solo since that makes your builds that much less impactful.
When I tested water aura post-nerf I took so long to heal back from the criminally over-damaging mobs that I had to run away and chug a potion.
I think it was too strong on SP, I gone from blocking low level enemies to face tanking medium lvl ones after learning it.
But it also seems it was too strong specially in MP, and not so much in the SP endgame.
So maybe they need to buff it again but not so much , or just nerf it a little but specially disable its healing effects if more than one aura overlaps.
until they get the bugs worked out they should have left it alone.
Makes the game a joke.
do you not know your own ♥♥♥♥♥♥♥ game that you needed such a heavy handed nerf?
Just "Oh yeah it's nerfed."
Not oh its' one half as good and scales way worse with breakpoints now so you don't even get the hp right away teehee. Invest in an entire side of the tree for paltry nothing.
♥♥♥♥♥♥♥ ♥♥♥♥ off do you think this is fun? It's not.
Oh wait it's like 1 4th as good it ticks slower and less so FUN
It was good before and could use a nerf ( maybe just making it so healing bonuses don't ♥♥♥♥♥♥♥ effect it)
But now it's basically a trap node at the end of a tree and I don't know why something exists if it's not good after maximizing the stat it scales off of.
What do I even have to work for in this ♥♥♥♥♥♥♥ tree.
OH boy a ♥♥♥♥♥♥ jump a ♥♥♥♥♥♥ aura a ♥♥♥♥♥♥ 2 points of stats for 10 points at the end of a line.
Mid tree connectors that are more expensive then just going down the path raw from the beginning.
Basic moveset locked behind skill points and basic durability for tools and mining nerfed to make skills usefull instead of being good and better with skills.
What is THE POINT of this skill tree when the expression is being ♥♥♥♥♥♥♥ wrung out of it.
Meaning it was obvious such a drastic nerf would have a big impact on playstyles.
Maybe do what wise devs do, if something was OP, and stood OP during all development and weeks after release, then make a SMALL NERF, see how that works, and keep adjusting if necessary.
Im also, after 40h played, respeccing by first time, and forgetting that skill which seems no one will be using.
It was OP, needed some adjustment, not a reason to un learn and stop using it anymore, until next patch who knows how many weeks ago