just a small correction on power surge, the duration did not get nerfed it got buffed. they nerfed it down to 3.5s on 1.0 release and now its back to 4s
wraith spear is good as a one of in open world squad scenarios the extra range and snare is very useful, and the nuke damage is a lot but only one of, from the backlines. it's one of the better chase nukes because of the mini dash, but you need to be protected by friends. one jewel also shields allies
tbh my biggest issue with offensive spells is it seems like there is a lack of build variety that changes playstyle or gives reason to run certain spells over others. crystal lance just ends up being the most interesting projectile spell because it allows you to do combos and does high damage, but the other ones rely so much on damage that it means there's often very little reason to pick anything but the highest damage or combo potential option. i think the game would benefit a lot from synergies between passives and more interesting offensive spells like cyclone. there is too much emphasis on offensive spells just following a "throw spell, do damage" model which will always limit their ability to get value, especially when you compare them side by side. I think spell choice should significantly change my mindset and playstyle in PVP, at least when running a scholar build. Spells like lightning curtain, cyclone, phantom aegis, crystal lance, mist trance, and effects like phantasm are good examples of things that change the way you think about your playstyle when you run them. This concept could be built out so much more imo. Its not surprising people end up defaulting to powerful defensive spells because it opens up your gameplay options.
I've been saying the same thing since vanilla. With access to all spells you really only get access to what's meta. Sine the game has only one "role": guy that does damage, whatever is dealing the most damage is king. They are trying to create build diversity by targeting damage, but that's not really going to do it. It's just going to perpetually shift around what the meta is, not make it more diverse. And Physical dmg being your best way to deal dmg, it forces you to pick spells that are utility/support your physical dmg output. CC, counters, and buffs But maybe that's the goal, a perpetually shifting meta keeps things fresher. But it's also why I quit competing in games like WoW.
For instance, at 10:47 you said "blood rite had 40% spellpower taken off of it" which is not entirely correct and misleading this doesn't mean that old blood rite was 60% of the damage of the now updated blood rite average jeweled blood rite pre patch was 100+20+35 = 155 average jeweled blood rite post patch is 80+15+30 = 125 (assuming you hit one of the blood daggers) 125/155 is around 0.80 so pre patch blood rite was doing 80% of the damage of updated blood rite That is a 20% damage reduction from before patch (for an averagely jeweled blood rite)
40% refers to the fact it has lost that amount of spell power scaling, not that amount of damage compared to before. Very different way of looking at it. Spell power scaling is an easy way to compare it to other spells with the metrics that the game gives you and I personally think that makes value of things a lot easier to gauge since the comparisons to other competing spells is more important than its previous self
when talking about nerfs you need to talk in relative terms from prev patch, not in absolute numbers for instance, this wording: "Lightning curtain lost one 3rd of its movespeed bonus" "Spectral Wolf 12% more damage than before"
@@terribletimmy2 the end numbers scale with your gear, it's not very useful to say +5 damage people are used to the old patch performance and damage numbers, if you say "blood rite will do about 20% less damage" it is more informative, but you need to do the math to compare
Because spells are weak in general and the meta is dominated by weapon damage, weapon skills, and counter/buff/curtain spell combinations. The only reason spells like void and cyclone have seen any success really is because they can hit through counters and curtain. Projectile spells are a joke and playing them is basically throwing most of the time lol. Honestly, even after this round of changes I'd like to see even more buffs to all spells, including void, and more nerfs to counters, rogue/warrior blood and sets, and weapons/weapon skills. The game is so much more enjoyable when spells are actually scary and not just equivalent to a single crit from a crossbow/longbow/whip.
@@loopuleasarogue set has plenty mobility to freely walk out of it (and everything tbh...which i find is a plague for both skillshot and aoe spells right now, you don't even need rogue blood !) But in a raid setup Void spam is just so strong, if you're getting pulled by 1 your life is over, best counter i got so far is Legendary Electrical slasher or void spam 🤨
the warrior comment I disagree warrior with parry active now takes 20% more damage than before... imagine having a shard on you that reads "20% more damage to vampire warriors" now
@@loopuleasa You are misunderstanding how warrior works. Parry procs reduce a single instance of damage and that is the part that was nerfed. The buff you then have proceeding a proc is a bonus to the damage you deal, not damage reduction.
@@chappllgr oh my god, ignore me, I read that wrong. "10% Chance to parry an attack reducing damage taken by 40%. Parrying an attack increases your own damage by 20%." I thought it was 10% chance to get that buff, and that buff was damage reduction and increased damage for 5s...... the sls wording is legendary I was always pushing hard during parry clink thinking I am immortal, now it all makes sense
just a small correction on power surge, the duration did not get nerfed it got buffed. they nerfed it down to 3.5s on 1.0 release and now its back to 4s
Thanks for pointing out, I had misread that one as a nerf. That certainly helps a lot to soften the impact of the other nerfs it got then
@@chappllgr The duration increase from jewel got nerfed doe, so its the same on that end
@@KyKyshaTV true although having a bit more in the base spells vs the jewel is a plus
Thank you for your feedback it helps process the info with clarity. Ggs
It’s interesting they went after the counters that deal slight damage.
how is void not nurfed its mental
wraith spear is good as a one of in open world squad scenarios
the extra range and snare is very useful, and the nuke damage is a lot
but only one of, from the backlines. it's one of the better chase nukes because of the mini dash, but you need to be protected by friends.
one jewel also shields allies
Love the nerf/buff tier list style.
wraith spear still goes on cooldown even if you cancel it
tbh my biggest issue with offensive spells is it seems like there is a lack of build variety that changes playstyle or gives reason to run certain spells over others. crystal lance just ends up being the most interesting projectile spell because it allows you to do combos and does high damage, but the other ones rely so much on damage that it means there's often very little reason to pick anything but the highest damage or combo potential option.
i think the game would benefit a lot from synergies between passives and more interesting offensive spells like cyclone. there is too much emphasis on offensive spells just following a "throw spell, do damage" model which will always limit their ability to get value, especially when you compare them side by side. I think spell choice should significantly change my mindset and playstyle in PVP, at least when running a scholar build.
Spells like lightning curtain, cyclone, phantom aegis, crystal lance, mist trance, and effects like phantasm are good examples of things that change the way you think about your playstyle when you run them. This concept could be built out so much more imo. Its not surprising people end up defaulting to powerful defensive spells because it opens up your gameplay options.
I've been saying the same thing since vanilla. With access to all spells you really only get access to what's meta. Sine the game has only one "role": guy that does damage, whatever is dealing the most damage is king.
They are trying to create build diversity by targeting damage, but that's not really going to do it. It's just going to perpetually shift around what the meta is, not make it more diverse.
And Physical dmg being your best way to deal dmg, it forces you to pick spells that are utility/support your physical dmg output. CC, counters, and buffs
But maybe that's the goal, a perpetually shifting meta keeps things fresher. But it's also why I quit competing in games like WoW.
Finally they nerfed blood rite, by far the worst counter to deal with /s
@@medic4christ777"/s" means "sarcasm" you both agree ^^
@@puissantclement1953 Missed that. Thank you.
For instance, at 10:47 you said "blood rite had 40% spellpower taken off of it"
which is not entirely correct and misleading
this doesn't mean that old blood rite was 60% of the damage of the now updated blood rite
average jeweled blood rite pre patch was 100+20+35 = 155
average jeweled blood rite post patch is 80+15+30 = 125
(assuming you hit one of the blood daggers)
125/155 is around 0.80
so pre patch blood rite was doing 80% of the damage of updated blood rite
That is a 20% damage reduction from before patch (for an averagely jeweled blood rite)
40% refers to the fact it has lost that amount of spell power scaling, not that amount of damage compared to before. Very different way of looking at it.
Spell power scaling is an easy way to compare it to other spells with the metrics that the game gives you and I personally think that makes value of things a lot easier to gauge since the comparisons to other competing spells is more important than its previous self
when talking about nerfs you need to talk in relative terms from prev patch, not in absolute numbers
for instance, this wording:
"Lightning curtain lost one 3rd of its movespeed bonus"
"Spectral Wolf 12% more damage than before"
I think this isn't always the best approach. You can say "10%" and have it sound like a big deal, but if 10% is 5 damage, it puts it into perspective
@@terribletimmy2 the end numbers scale with your gear, it's not very useful to say +5 damage
people are used to the old patch performance and damage numbers, if you say "blood rite will do about 20% less damage" it is more informative, but you need to do the math to compare
how didn't they nerf void
nerfing offensive spells is the last thing they should be doing
Because spells are weak in general and the meta is dominated by weapon damage, weapon skills, and counter/buff/curtain spell combinations. The only reason spells like void and cyclone have seen any success really is because they can hit through counters and curtain. Projectile spells are a joke and playing them is basically throwing most of the time lol. Honestly, even after this round of changes I'd like to see even more buffs to all spells, including void, and more nerfs to counters, rogue/warrior blood and sets, and weapons/weapon skills. The game is so much more enjoyable when spells are actually scary and not just equivalent to a single crit from a crossbow/longbow/whip.
nerf is only a problem for noobs that dont move out of it
you have plenty of movespeed in 1.0 to simply walk out
@@loopuleasarogue set has plenty mobility to freely walk out of it (and everything tbh...which i find is a plague for both skillshot and aoe spells right now, you don't even need rogue blood !)
But in a raid setup Void spam is just so strong, if you're getting pulled by 1 your life is over, best counter i got so far is Legendary Electrical slasher or void spam 🤨
the warrior comment I disagree
warrior with parry active now takes 20% more damage than before...
imagine having a shard on you that reads "20% more damage to vampire warriors" now
it is taking 20% more damage on a 10% chance proc.
The difference that would have in most fights seems very minor
@@chappllgr the proc is not minor at all, as it lasts 5 seconds!
@@loopuleasa You are misunderstanding how warrior works.
Parry procs reduce a single instance of damage and that is the part that was nerfed. The buff you then have proceeding a proc is a bonus to the damage you deal, not damage reduction.
@@chappllgr oh my god, ignore me, I read that wrong. "10% Chance to parry an attack reducing damage taken by 40%. Parrying an attack increases your own damage by 20%."
I thought it was 10% chance to get that buff, and that buff was damage reduction and increased damage for 5s......
the sls wording is legendary
I was always pushing hard during parry clink thinking I am immortal, now it all makes sense
@@chappllgr a more accurate wording would've been: "10% Chance to parry an attack reducing its damage dealt by 40%. "
singular