Thing I feel really interesting is Succ Wiz was top 10 in over 80% of Node for almost a year straight. Glad they're balancing, but the fact that they're conveniently taking numbers now is kinda pointless given the past year. And we know they're aware because consistently provided play numbers at least in the Balls. If you've seen the Node screen shots recently, top 25 slots are all Succ Wiz/Succ Sage, only the Barcode one had a single Guardian in the mix in one. I genuinely believe succ sage was created as a scapegoat for those that like succ wiz gameplay to reroll too. Why they waited to release sage right at the time they finally addressed succ wiz but kind of ridiculous it took this long for them to actually address it. Very smart though from a financial perspective. I don't think this is enough though, the distance of Riftchain travel needs the nerf, it's not as hard to catch as it is to keep track of them when they disappear into the distance. This nerf literally doesn't fix a single video I've seen, they preload and sneak up...the damage is there to nuke in two skills THEN they retreat. But is what it is, at least they're addressing the caster issues in one go.
As someone who was playing succ Sage I personally think the movement wasn't the problem. Being visible in rift chain on CD is perfectly fine and so is changing the stamina so you can't just sit in Rift Chain. I totally agree with those changes, but I think making Rift Chain an SA on CD is a little too far and so is the CD on the Spatial Collapse flow. The issue is that they've hit the wrong parts of the class IMO because he is still going to hit like a truck. I think the best first nerf to succ Sage would've been the visible in Rift Chain on CD, stamina change on Rift Chain so you can't just sit in it and use no stamina, they could've made Rift Chain use more stamina when on CD like Musa/Mae Chase skill and then nerf his damage across the board by 15% to 20% and then adjust from there.
Overall though, I am happy they're finally nerfing casters.
As someone who was playing succ Sage I personally think the movement wasn't the problem. Being visible in rift chain on CD is perfectly fine and so is changing the stamina so you can't just sit in Rift Chain. I totally agree with those changes, but I think making Rift Chain an SA on CD is a little too far and so is the CD on the Spatial Collapse flow. The issue is that they've hit the wrong parts of the class IMO because he is still going to hit like a truck. I think the best first nerf to succ Sage would've been the visible in Rift Chain on CD, stamina change on Rift Chain so you can't just sit in it and use no stamina, they could've made Rift Chain use more stamina when on CD like Musa/Mae Chase skill and then nerf his damage across the board by 15% to 20% and then adjust from there.
Overall though, I am happy they're finally nerfing casters.
Tbh sage I felt was somewhat weak compared to most classes I fight on my awaken wiz...Sage is probably the least aggressive class in the game and I can disengage the fight whenever I want because he seems slow.
In rbf they generally have lots of points...likely since they rarely die but ive personally only died to them a few times.They just feel very passive and easy to avoid vs most classes which immediately close gaps faster than a projectile to grab you or wreck you through SA the sage imo filled an important gap that needed filled of not allowing people to play cowardly and divebomb and run back to their group because the sage jumping around in their group may kill them.
To me though killing a sage is very hard but its very easy to avoid dying to them.
I would rather fight 5 sages than 1 mystic,striker,valk or warrior.
As someone who was playing succ Sage I personally think the movement wasn't the problem. Being visible in rift chain on CD is perfectly fine and so is changing the stamina so you can't just sit in Rift Chain. I totally agree with those changes, but I think making Rift Chain an SA on CD is a little too far and so is the CD on the Spatial Collapse flow. The issue is that they've hit the wrong parts of the class IMO because he is still going to hit like a truck. I think the best first nerf to succ Sage would've been the visible in Rift Chain on CD, stamina change on Rift Chain so you can't just sit in it and use no stamina, they could've made Rift Chain use more stamina when on CD like Musa/Mae Chase skill and then nerf his damage across the board by 15% to 20% and then adjust from there.
Overall though, I am happy they're finally nerfing casters.
it can hit like a truck but it cant be allowed to freely reposition teleport distances in the middle of the enemy blob without taking any damage or slows like most classes are forced to do. this way it will be forced to stay on the sidelines of the blob or skirmish, not plow throgh whole raids.
they should also fix its skills going throughwalls and barricades and other objects. same goes for some other classes.
Tbh sage I felt was somewhat weak compared to most classes I fight on my awaken wiz...Sage is probably the least aggressive class in the game and I can disengage the fight whenever I want because he seems slow.
In rbf they generally have lots of points...likely since they rarely die but ive personally only died to them a few times.They just feel very passive and easy to avoid vs most classes which immediately close gaps faster than a projectile to grab you or wreck you through SA the sage imo filled an important gap that needed filled of not allowing people to play cowardly and divebomb and run back to their group because the sage jumping around in their group may kill them.
To me though killing a sage is very hard but its very easy to avoid dying to them.
I would rather fight 5 sages than 1 mystic,striker,valk or warrior.
Couldn't have agreed more. Only time I actually died to a Succ Sage was when I was preoccupied fighting someone else. And their skills are so flashy after usually taking the first hit, I could iframe out of range before the second ko'd.
I personally didn't find them difficult to fight in largescale or 1v1, but I guess that was just a few of us because everyone was screaming about nerfs. Personally feel it wasn't that big a deal, but I'm not a game dev. They're slow as all hell, so kinda feel like if you died to a Succ Sage, you just weren't paying enough attention or were too confident in you being able to cc them while they were in the process of using skills.
Im curuous if the k/d statistics they were referring to differentiates between awaken and succ.
My guess would be it dosen't considering how they nerf already weak stances due to their op counterparts.
Im curuous if the k/d statistics they were referring to differentiates between awaken and succ.
My guess would be it dosen't considering how they nerf already weak stances due to their op counterparts.
Yeah dunno if you've tried Sage Awakening, but it's fairly decent. The rabams are pretty much usless and stand out like a sore thumb though...clearly designed for Succ as they're INCREDIBLY slow which hurts the overall kit. Because of Succs Damage and iframe, he has no utility...and they didn't add to Awakening. One of the few Kits imho that was designed around Succession first and Awakening got the leftovers.
Yeah dunno if you've tried Sage Awakening, but it's fairly decent. The rabams are pretty much usless and stand out like a sore thumb though...clearly designed for Succ as they're INCREDIBLY slow which hurts the overall kit. Because of Succs Damage and iframe, he has no utility...and they didn't add to Awakening. One of the few Kits imho that was designed around Succession first and Awakening got the leftovers.
well, he does have superb mobility, quite ranged grab, 40% slows integrated in lightning skills....
well, he does have superb mobility, quite ranged grab, 40% slows integrated in lightning skills....
Slows are 25% mobility only (No attack, castspeed) for 3 seconds on the overcharged hits w/ spacebar which is melee range. Problem with the mobility is spearbolt is unprotected and Divine executioner is on a 17 sec cd. Almost all his movement, which majority of are all attacks, requires a target to actually work. 4 of his 6 movement and total Awakening skills don't work without a target at all. His dash is great, but 2 sec cd. Looks like they're addressing his lack of evasive and practical movement with this upcoming patch to allow you to use bolt in cd so long as it's Overcharged which should help.
Slows are 25% mobility only (No attack, castspeed) for 3 seconds on the overcharged hits w/ spacebar which is melee range. Problem with the mobility is spearbolt is unprotected and Divine executioner is on a 17 sec cd. Almost all his movement, which majority of are all attacks, requires a target to actually work. 4 of his 6 movement and total Awakening skills don't work without a target at all. His dash is great, but 2 sec cd. Looks like they're addressing his lack of evasive and practical movement with this upcoming patch to allow you to use bolt in cd so long as it's Overcharged which should help.
as usual they overdid it with buffs and people gonna cry and then they gonna have to destroy the class.
https://cdn.discordapp.com/attachments/631035192655478817/841690982646808616/video0.mp4
as usual they overdid it with buffs and people gonna cry and then they gonna have to destroy the class.
https://cdn.discordapp.com/attachments/631035192655478817/841690982646808616/video0.mp4
Probably, I wish it was SA on CD...but of course not.