Enshrouded

Enshrouded

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Loot Feb 6, 2024 @ 2:20pm
I don't know why this has to be said, but Water Aura wasn't working how they had in mind. (Title is probably more controversial than intended)
The devs want us to avoid damage and have Water Aura be a slow, passive regeneration to recover between fights. As it stood, you could just trade hits and heal extremely fast with Water Aura. You didn't need to use bandages or health potions at all, except to deal with poison. That's not what they wanted from it. They want it to be a secondary tool for healers, not a go all for every class.

That said, I understand the anger. The devs didn't go about nerfing it in the right way. They smacked it with a hammer and didn't even give any details, leaving it up to the players to figure out how much it changed.

I have yet to see how much it was nerfed. Maybe I'll find that I'm also just as outraged. I was, after all, using it in a Blood Mage build to just spam a never ending barrage of spells. If it is truly completely worthless, as a bunch of people claim, hopefully they'll buff it some in the next patch.
Last edited by Loot; Feb 6, 2024 @ 2:21pm
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Showing 1-15 of 49 comments
Minotorious Feb 6, 2024 @ 2:26pm 
If you log in with your character and simply hover over the skill you can read the new effect for yourself.

It was 1 per Intelligence and 2 per Intelligence with the upgrade, now it is 1 per 2 Intelligence and 2 per 2 Intelligence with the upgrade.

tl;dr they basically halved the healing
Loot Feb 6, 2024 @ 2:27pm 
Originally posted by Minotorious:
If you log in with your character and simply hover over the skill you can read the new effect for yourself.

It was 1 per Intelligence and 2 per Intelligence with the upgrade, now it is 1 per 2 Intelligence and 2 per 2 Intelligence with the upgrade.

tl;dr they basically halved the healing
Ouch.
I've seen claims of it having a longer time between healing ticks, as well.
Last edited by Loot; Feb 6, 2024 @ 2:27pm
Anim Feb 6, 2024 @ 2:32pm 
Originally posted by Loot Repeat:
Originally posted by Minotorious:
If you log in with your character and simply hover over the skill you can read the new effect for yourself.

It was 1 per Intelligence and 2 per Intelligence with the upgrade, now it is 1 per 2 Intelligence and 2 per 2 Intelligence with the upgrade.

tl;dr they basically halved the healing
Ouch.
I've seen claims of it having a longer time between healing ticks, as well.

Thats the bad part of the nerf. You can still get 40-50h regen with full investment into it (int+gear+food) but now it's really slow to get back to 100%. Bandages are quicker.
Mile Feb 6, 2024 @ 2:41pm 
Originally posted by Anim:
Originally posted by Loot Repeat:
Ouch.
I've seen claims of it having a longer time between healing ticks, as well.

Thats the bad part of the nerf. You can still get 40-50h regen with full investment into it (int+gear+food) but now it's really slow to get back to 100%. Bandages are quicker.

Yep, its clearly slower without any mention of that as a change. Not a fan of stuff like that. At least disclose everything you change, or stand to upset the community and lose all faith in trusting what is being done.
Originally posted by Loot Repeat:
The devs want us to avoid damage and have Water Aura be a slow, passive regeneration to recover between fights. As it stood, you could just trade hits and heal extremely fast with Water Aura. You didn't need to use bandages or health potions at all, except to deal with poison. That's not what they wanted from it. They want it to be a secondary tool for healers, not a go all for every class.

That said, I understand the anger. The devs didn't go about nerfing it in the right way. They smacked it with a hammer and didn't even give any details, leaving it up to the players to figure out how much it changed.

I have yet to see how much it was nerfed. Maybe I'll find that I'm also just as outraged. I was, after all, using it in a Blood Mage build to just spam a never ending barrage of spells. If it is truly completely worthless, as a bunch of people claim, hopefully they'll buff it some in the next patch.

I barely notice the nerf.
Minotorious Feb 6, 2024 @ 3:10pm 
It is 1 tick per 2 seconds as far as I can tell now so indeed twice as long as it was before.
Last edited by Minotorious; Feb 6, 2024 @ 3:10pm
Marine Feb 6, 2024 @ 3:45pm 
1
It was ticking for 45 before and 17 now. That's why folks are so upset. Ya just cannot nerf something so hard all at once and not expect people to be ticked off. Old farts like myself don't have the reflexes to parry and dodge and avoid damage, so having that nice healing perk kept me from dying constantly.
Loot Feb 6, 2024 @ 3:46pm 
Originally posted by Marine:
It was ticking for 45 before and 17 now. That's why folks are so upset. Ya just cannot nerf something so hard all at once and not expect people to be ticked off. Old farts like myself don't have the reflexes to parry and dodge and avoid damage, so having that nice healing perk kept me from dying constantly.
That's fair, but it wasn't intended to be used that way. It completely removed the need to use healing items. Now, you gotta use potions and bandages. xD
Last edited by Loot; Feb 6, 2024 @ 3:47pm
Vyanie Feb 6, 2024 @ 3:46pm 
ohhh great passive aura..... so if you were say a tank, with a couple thousand hp, before you could have been getting 15 - 30 hp a second when mobs hit you for 700+..... now you get 3 - 7 hp a second..... and mobs still hit you for 700+, you take one or two hits, 700 - 1400 damage (in full tank gear) so now you are waiting 7 - 14 minutes to heal up. That is out of combat, Might as well log and play something else, in combat its.... not even a noticeable about of hp for anything, complete waste of points and time going anything other than mage at this point of the game
Loot Feb 6, 2024 @ 3:49pm 
Originally posted by Vyanie:
ohhh great passive aura..... so if you were say a tank, with a couple thousand hp, before you could have been getting 15 - 30 hp a second when mobs hit you for 700+..... now you get 3 - 7 hp a second..... and mobs still hit you for 700+, you take one or two hits, 700 - 1400 damage (in full tank gear) so now you are waiting 7 - 14 minutes to heal up. That is out of combat, Might as well log and play something else, in combat its.... not even a noticeable about of hp for anything, complete waste of points and time going anything other than mage at this point of the game
Potions and healing spells, bandages, etc. Pretty sure bandages are % based. They wanted it to be a little extra for healers, not a primary source of healing for every class.

However, when you put it that way.. it does seem sound pretty useless. Maybe they can change the scaling, so it's % based, rather than a flat amount. That way, it's not broken early on, but still noticeable in the endgame. I still don't believe it should be a primary source of healing, though. It should just be a little extra cherry on-top.
Last edited by Loot; Feb 6, 2024 @ 3:52pm
Storm Reaver Feb 6, 2024 @ 3:49pm 
The level cap should be raised after early access. So the ability would probably still become strong as you invest more intelligence as you get to higher levels. As that would require a full investment in your build, rather then a casual few points.
AshaMarie Feb 6, 2024 @ 3:57pm 
I think the healing is still really good. If you combine it with health regen gear and foods, you will still heal at a nice pace. Get more defense and HP if you are taking too much damage. Wearing a set that boosts your defense and give lot of HP can help with anyone not good at evading then invest rest into your damage type of choice.
Lerrasien Feb 6, 2024 @ 4:00pm 
Originally posted by Vyanie:
ohhh great passive aura..... so if you were say a tank, with a couple thousand hp, before you could have been getting 15 - 30 hp a second when mobs hit you for 700+..... now you get 3 - 7 hp a second..... and mobs still hit you for 700+, you take one or two hits, 700 - 1400 damage (in full tank gear) so now you are waiting 7 - 14 minutes to heal up. That is out of combat, Might as well log and play something else, in combat its.... not even a noticeable about of hp for anything, complete waste of points and time going anything other than mage at this point of the game

How are you getting a couple thousand hp? I barely have 800 and that's with gear adding over 300... I also have yet to get hit for more than 200-300 outside of a boss' big attack... so...
Scriptimus Feb 6, 2024 @ 4:03pm 
Funny that early access games change during development. :Horse:
Nerevar Feb 6, 2024 @ 4:06pm 
Originally posted by Storm Reaver:
The level cap should be raised after early access. So the ability would probably still become strong as you invest more intelligence as you get to higher levels. As that would require a full investment in your build, rather then a casual few points.

its safe to assume the cap will raise DURING early access. not after. that makes no sense. theyll have to test alot more of the map before they can go 1.0.
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Date Posted: Feb 6, 2024 @ 2:20pm
Posts: 49