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@@DanVR1 rather than our right nerfing hp why dont they just make all armours give a set hp and phys since its already not rare so like ironsinger with 25 hp 5phys 5elm 15 eth and knights helm 20 hp 4phys 2elm and boots 25 or 20 hp would removve the farming for got kits meta and all theyd farm for is higher stars so they get more pips or something so like 3 star is all the pips the armour is supposed to give u and the less stars the less pips but hp remains the same something like that
1. DO NOT TALK TO KIDS 2. you are now public enemy number 1 3. your life is ruined 4. mr dan vr i now ask that you call for the nerf of all nerfs NERF THE ! the only THE stilleto pls rally for this nerf is it op currently is it meta no however all light users should stub their toes once a day 5. ask the devs to look at the kanabos hitbox i have a friend who mains the kanabo his running attacks hitbox is twice the size as the weapon
agreed with the air swing nerf, but then they gotta fix the light wep hitbox. the amount of times m1s on fist or dagger just go through people is actually crazy, getting punished for actually attempting to m1 them but your hitbox is dog would be hell
Youre right about the chime discord being biased and ran by toddlers who cant see the bigger picture. Everyone there just wants whatever build they lose to nerfed and their own build buffed, and will fight tooth and nail to justify it. "Nothing about my build should be nerfed but anything i lose to is unfair and therefore should be nerfed" is the smartest and most mature balancing philosophy you'll find when youre assembling high schoolers to fix your games combat.
danvr i agree with uproar beign removed but honestly id love to see an update that just nerfs pretty much all damage on MANTRAS SPECIFICALLY in the game at least a tiny bit
this guy made a better balancing list just talking than the chime discord did in 4 months and only one thing will be added and the rest will be forgotten about
Argument for damage falloff on projectiles: Each one should be individually tested to have their own falloff curve. Bullets should have a steady curve of damage decreasing with distance, meanwhile grand javelin should have a sudden curve with it dealing roughly the same damage for a while, but at any longer ranges the damage quickly becomes abysmally low.
@@Klorophyte true, with certain mantras you naturally want to use them at range even though youre not necessarily maging although custom falloff curves would take probably take a very long time, they could just make a model set of like 10 different falloff curves and then assign for example “falloff curve 7” to grand javelin to give the effect that you explained
3:24 thank god someone is acknowledging this, I dont think it should be instant ban incase someone who doesnt know about it does it on accident but repeat users and people who are abusing it to climb deserve instant unappealable perm bans.
@ fuck that pussyfooting around, people abusing those mechanics know that they are subverting the intended gameplay, and are ruining the experience for people playing properly, permaban.
yeah but you can also accidently do it like for some reason when I use lighting assault sometimes I clip through a wall mid gank/fight. Just add anti clipping mechanics
7:08 honestly, this cd reduction should be if you are in PLAYER combat alone. The amount of times i hit somebody ONE TIME and these annoying ass jetstrikers run at mach fucking 5 is insane.
@@adrianthesleepy gutting something to the point it’s unusable is also not smart, just nerf it more when on low hp and nerf jet kick even more that’ll balance it out
@@michaels413 my entire point was that jetstriker's mobility is so fucking stupid that it needs this big of a nerf to make it actually fun to fight. Even without the mobility, jetstriker is still good in terms of damage, so this nerf wouldn't stop people from using it for combat, rather it would stop all the mobility builds that can get halfway across the Luminant in 3 fucking seconds
@@adrianthesleepy it’s a mobility oath bro 😭 if u remove the mobility and nerf jet kick it’ll be awful. it’s meant to be able to run, albeit i still agree it needs nerfs at LOW hp.
A couple things: 1. I just think fast blade should be disarmed or temporarily disabled by talents that reduce your block movespeed. (or shouldn't apply to backwards movement for a short delay after parrying melee attacks) I really like the feel of fast blade and personally feel like it's a purely positive talent for the game. And keep in mind, I'm a very fast placed player for the most part. I LOVE how aggro it lets you play and the ability to reposition feels amazing. In general I genuinely believe it should remain strong because of how good it feels to use. I fully believe it should never fall out of the meta because the game feels better when its good. Other games follow this same balancing logic and literally no one complains except when it is being abused for some degenerate playstyle. (in this case, people using it to negate the effects of aggressive posture and s hold). 2. Jetstriker is powerful *because its tools are inherently powerful*. The oath is meta by design at its core in the same way gale lunge or ice lance are, NOT because it is outright overtuned in any particular way. If they want to make jetstriker feel fairer, it needs technical / mechanical changes, not a flat "you gotta nerf x aspect of it". Jet kick is still Jet Kick, Fake Strike is still really good and being the movement oath in a game where base movement is very rare is incredibly powerful. Personally, I don't care for it that much because it feels very plain, but I rarely have issues with fighting or interacting with it (and keep in mind, I'm not good at this game). If I were to make any changes, I would reprogram targetted jet kick to have a static travel time rather than being programmed as a dash (which can result in inconsistent parry timings across regions and different pings), and weaken its talents scaling down with health to avoid running from overworld ganks, as suggested here. But I honestly don't mind if it remains a "runner oath" for people who want to avoid pvp combat entirely, to be honest. I think there's a place for that in deepwoken given that the pve experience is a breath of fresh air on roblox and I know people who want to enjoy the pve and not interact as heavily with the pvp in the game. It's not like rogue where the difference between deep knight and shinobi is utterly astounding either, you can pack loads of mantras and abilities that counter jetstriker's forms of movement. (a lot of which that are actually really underrated or underutilized and could be buffed into the meta to further counteract jetstriker! lightning stream, glare, enforcer pull, dash, brachial spear, flare volley, flame arrow whatever its called, chain pull, jailer, needles, caltrops, heavy shoulders, ice lasers, ice beam, ice daggers, and more can all be used as catching tools, and of the ones I listed only about half of them even see decently common use...) 3. Health is high and resistances are high because pen is also extremely high. It's a relative issue that hurts everyone. Nerf pen, and you get to nerf resistances and health. Otherwise people would be dying in less than a single combo and the game will only feel fun for 80-100 strength builds while also seriously hurting the overall environment and encouraging more people to play with 40 posture like sheepinsheepskin (who multiple people I know have expressed immense disdain for their playstyle...) There's also the fact that if you do high damage to absolutely everyone, then that just means berserker is a completely irrelevant talent as its severe downsides mandate that it significantly changes the pace of the game. It would need a rework or the game would need to move back closer to where it is now, where berserker would serve as a tool that massively shifts the pace of fights again. -because like. why would you ever use "the thing that makes armor irrelevant" when armor is already irrelevant? It makes literally no sense. As is, there's already tons of talents no one uses because A. one talent is just objectively better (you dont need showstopper or going nowhere on the same build) or B. another mechanic already negates it (when was the last time you saw someone run perseverance for the talent itself, and NOT reenforced armor? Why does it matter when you are getting reaper'd or infusion gripped anyway?) ... that's it for my concerns anyway. If you want to look to handle mass metagame shifts and changes like this, please open public dialogue before pushing for it internally. Trying to take a bludgeon to the meta like this is understandable but worrying, and while many of the changes here are legitimately good I think you're directing your anger a lot at *this thing is strong* and not *WHY this thing is strong*. Or just hire me for the balance team I guess, I don't know. I appreciate the fact you care a lot for this game but the attitude you put off in videos does leave me deeply concerned regardless.
Some criticisms. Fast blade is broken specifically because it enables backhits to be easier than they normally are, while allowing people to just walk away from interactions if they feel like it with no negative consequences. There's also the issue of range being effectively increased by faster forwards movement, but I won't touch on that. Tied with an enchant like obfuscation it makes it even more difficult to deal with, hence the current meta and why it should be nerfed. Jet Kick is Jet Kick, but it is or was still extremely powerful. Very difficult to gauge where the hitbox actually is and when to parry particularly at longer ranges, and at close range you can, as the user, simply walk forward and it hits almost instantly, making it meta in a world of backhits. Very similar to gale lunge and ice lance, only it has a bigger hitbox and more range, likely does more damage as it is true damage. It essentially replaces radiant kick, which was previously touted as one of the best mantras. On the list of things to counter jetstriker, only 4 of them realistically work, those being enforcer pull, lightning stream, ice daggers and dash, otherwise you really need to be a jetstriker or have several gap closing mantras such as revenge because they just will be faster and more mobile than you. That's the problem with it. And to have an oath that enables easy running would create a new breed of thunder/shadow/fire range cheese builds (which already exist with normal jetstriker), unless something drastic like halved mantra damage is done. Otherwise I think you got it.
@YoungShul well sure, a few things though- (although keep in mind I am assuming you are playing on region, the game tends to be so laggy that it often times in off region everything is busted) 1. Backhits are a suprising nonissue a lot of the time? Like. I rarely get backhit and I use backhits fairly often myself (my go tos being exhaustion strike and decimate). Turns out that backhits themselves actually have a fairly predictable movement pattern and it’s entirely possible to react and parry them (since parrying is 360). I do play heavy though, the weapon class encouraged to frequently avoid heavy parry interactions and is a lot easier to react to, so if it is a lot more problematic on medium then that’s fair and I’m simply unaware of that. I do think the other aspects of getting frequent speed boosts are fine though. People already run minimum 25 agility on builds already so everyone has access, and in a match where both players are not interested in s-keying it creates some of the most intense and fun duels I’ve ever experienced. Hence why I think it just needs and s-key nerf and not a hard mechanical rework. 2. If you want help dealing with jet kick at close range, the general trick for parrying jet kick is that you can realistically parry anytime after seeing the white vfx appear and it will usually result in a parry. In close range I totally understand why it’s difficult, but it is completely possible to parry on reaction and I do it often. If someone hits you and buffers it though, it’s like many other fast moves in that you gotta just eat the damage. I genuinely think the mantra is pretty fair, just insanely useful since it’s effectively targetted revenge. 3. A lot of the mantras I listed were written there with either 1. The assumption thar if you are overworld ganking, then you probably have a gap closer yourself or wayward gem’d it and 2. Many of them were written as intended to be vertical, not horizontal mobility counters against jetstriker’s climb talents. Considering what counters vertical movement is pretty important when considering jetstriker nerfs, especially looking at what happened to the meta in rogue lineage. Turns out horizontal mobility is good, but vertical mobility is amazing when allowed to accumulate and can provide an overwhelming advantage.
I think uppercuts should have a base range it's kinda stupid how u get longer range imo that would fix every problem just keep uppercuts 1 range that don't increase based on weapon types
jetstriker needs its combat ability to be completely gutted or its running ability completely gutted cus you can get this oath in literally 5 minutes after making a character at power 2 while dawnwalker which you need to kill a literal god to obtain is worse
the running ability should be gutted. the running ability of jetstriker has no counterplay and is just generally op in a gank settings u cant compete if ur not jetstriker yourself and you can add multiple mobility mantras on top of that its combat aspect wasnt broken it was just good (good combo, mix up and dmg potential) but again not game-breaking or overpowered, and u also need to invest 50 stat points (usually 25 since u go 25 anyways) compared to other oaths and limits the amount of mantras u can have which are considerable drawbacks for 1v1 builds. These issues aside its also other oaths being underpowered compared to the others that makes them see no play in competitive settings
they should gut the mobility "b-but its the mobility oath" thats an inherently flawed concept theres NO counterplay to jetstriker, you can put cladrum to fight little timmy in overworld and if little timmy has jetstriker and cladrum doesnt little timmy will be able to get away
Personally i think the grand fisher plate is a great example to how armor needs to be balanced however the downside of it should be increased, it gives 10 innate health and 1 posture which sounds pretty good for a heavy armor plate it also comes with a great talent that lets you parry unparriable attacks from monsters. which is accompanied with the downside of 3% less movement speed (which i think should be slightly slower) that setup to me goes to show they the devs atleast at one point understood that they do need to add some balanced armor, it would have been great though if they stuck to it instead of just making armor have higher stats all around. also armor classes should be a thing stuff like iron singer heavy plates should be in a heavy armor class which lowers movement speed and swing speed but offers higher hp and posture than that of a light armor like a summer scarf and it would also be a factor in making builds rather than just figuring out what weapon or oath you want to use you would have to decide on a armor set too
DanVR ACTUALLY fixing air swinging instead of doing whatever they did with this new verse 2 flourish flourish system? thats INSANE i think the new flourish only brings more problems, makes the game more inconsistent, animations suck, they dont communicate their actual hitboxes yada yada yada we NEED this 0.2s endlag when missing an m1. we NEED old flourishes back NOW (not old finishers though, it is fine as it is)
I think the inconsistency of the uppercut hitbox might be because of the ping inbalance, doe heavy uppercut visually shows you punching upwards and the range is of your heavy weapon so it kinda make sense, they could make uppercut the same range on all weapons since its literally the same animation for all of them (or maybe diff anims)
Agree with everything except for reinforced armor, people arent actually that tanky bruh The real problem is the vampirism enchant dude thats what might give you the illusion. that enchant is BEYOND broken and theres a reason why its limited in competitive events and stuff
Even with these balance lists from testers, nobody is gonna be changing anything that makes sense and instead goes for something else that doesn’t need to be fixed lol
Another day waiting for someone to adress silentheart bugs like them not being able to do anything after literally getting hit once while doing the airial hunt move or the fact they can literally movestack.
5:37 It's crazy how this is still on the game but silentheart silencing got removed for basically similar reasons, it just limits your gameplay and sightless still is more broken imo
@@gabojr1979 Yeah? Back then, parrying a mantra made it so you silenced them, making them unable to cast mantras for some time and it re-aplied on parry, forcing players to engage in parry trades with silenthearts. It got removed for obvious reasons
@@wrldwar because it's a small part of the game that has 0 reflection of 99% of the game. i haven't played in a while so maybe this has changed but if im in the overworld 1v2 explain to me why they should be able to stack their reinforce to heal each other but my reinforce does nothing because i have no teammates. the only reason they ever made that nerf is for 1v1s in chime that give you imaginary points.
These are actually REALLY good suggestions wtf 😭 Edit: These are the type of nerfs that’ll REALLY balance Deepwoken… From tempo, to jet strikers & runners, say it with me chat: DANVR FOR 2025 HEAD DEV!!
5:20 I think this is actually a confirmed bug, you are only supposed to get the thing where your screen goes entirely black gradually after your opponent has landed several mantras. (altho it should be reduced still and yknow fixed.)
yo dan the thing about fast blade, i wouldn't say nerf fast blade itself. Id say nerf core agility stat's general boost to speed boost proccs this would nerf ALL agility builds or builds that abuse repeatedly proccing speed boosts and becoming the flash and back hitting jetstriker obsufication if played right is genuinely unfightable
Agility isnt a good stat below 25-40 in 1v1s and the only reason u go it is for speed demon and the dodge talents not for speed boosts, if u go high agility its for ganks and running just general mobility
@wrldwar it's not for the people with low agility, it's for the builds with 50+ agil, all the speed talents you can think of and obsufication as a cherry on top, the people with 40 agil and lower would be less effected because they aren't abusing their speed
Honestly the s hold problem is so big its insane. If I could, I would suggest 3 things to fix this: - Movement speed buffs don't work while holding s - Movement speed is reduced by roughly 50% (could be tested) while holding s - Aggressive posture now slows your enemy if you parry them and they're holding s (THE WHOLE PROBLEM WITH SOMEONE HOLDING S IS THAT YOU CAN'T HIT THEM) I fought jetstriker ice dagger on my enforcer hammer and I was being outranged in every interaction because they had their toolbar filled with 8 ranged mantras (tps, projectiles, etc.) as they held s the entire game.
aggresive posture just needs a buff since its so miniscule as for the jetstriker ice dagger fight hes just punishing u for spamming feint mindlessly on heavy forcing him to play passive as well (this is the situation most of the time) since ranged moves / gap closers is pretty much the only way to counter spam feint with hyperarmor abuse
@@wrldwar I get the impression that you're being dismissive to how unpunishable the guy's build was. No, I don't spam feint mindlessly on heavy. I'm probably of the minority of players that know how to use feints efficiently without just air swinging or flying around your screen (In other words I'm not a cheese build). The issue was that he was moving so fast while attacking that if I swung my weapon he knew that he could just outwalk it and didn't parry. If I used a mantra he would parry but at that point he was so moving so fast that even after whiffing a parry, my m1 follow up or any other follow up would be slower than his ranged moves. In other words he was moving so fast that he could GUARENTEE avoiding attacks that I feinted while only having to parry the necessary initial attacks that I used. Which means that there were no feint combinations or any attacks I could use to get around this guy's insane speed, resulting in a playstyle with no counter play.
Then you lowkey forget the tachyonic spinor matrix disrupts the quantum Lagrangian manifold, causing fractal perturbations in Schrödinger’s wavefunction within a non-Euclidean spacetime of hyperion😭
My opinion on this is that there are a bit of issues with the changes suggested, those being: Reinforced Armor is already 5 talents and 90 fortitude and only reduces (incoming) pen by 40%, therefore, it reduces 40% of the pen that is incoming, so 40% of 30% for example, meaning it already rarely gives massive value unless you're fighting penetration builds, and generally speaking you get more value from 55 charisma instead of RA, so I feel that change is unnecessary, and a way to nerf the current HP of builds would be to nerf equipment (although in my opinion, if we nerf equipment we'd have to nerf damage, as even with the most op of equipment, one jet kick combo can snag a bar off you, which would be even worse if equipment is nerfed without that being addressed) And Lastly, the Fast Blade nerf would make it even more miserable to deal with S holders, sure, it'd remove fast blade from them, but it would also remove it from the aggressor, my idea is that if you hold S with fast blade, you have 50% less duration with it than if you were to be playing aggressively with it, allowing aggressive players to still benefit from parries and for people who are holding back to be punished for doing so.
it gives alot of value since the passive hp from fortitude stacks and u get lvl 5 reinforce and shoulder bash which arent bad and ur going 50 fort on every build anyways so ur only spending 40 extra post shrine and more than half the bastion talents ur getting are already needed
doesnt suck u just cant mindlessly spam mantras and u actually have to m1 or ur playing with no tempo for the entire fight (and u cant spam vent) but its still very useable
sad no talk about sightless beam getting nerfed/reworked i fought some kids that would hit a bloodcurdle then his friend uses sightless or one kid would lightning stream you into water and use sightless then his friend would use it right behind you so even if you have enough posture to block 1 sightless u would get blockbroken by the second sightless (there was 4 blindseer uses btw) deepwoken devs will wonder why ppl say ganking is miserable but they are so out of touch with balancing other than chime discord we dont need chime balancing we need overworld balancing there is too much cheese and then they wonder why ppl dont wanna do war mode
For chime issues with mage builds, please let it so you can't use the same mantra 5 times and to make it so you will AlWAY have to land at least 10 m1s (or less) to make the CD ACTUALLY replenish again. Seeing people with saintworn makes me realise this game just blox fruits 2.0 with dragon spam cuz i dont see any originality whenever im playing a chime match, and my opponent wants to play TD in a combat game.
Actually incredible takes my god. Like actually good and innovative ways to change stuff without just making stuff unfun. Like with jetstriker; you just take away its ability to run when low but you still get the fun mobility anywhere else. I also rly like the air swing idea
only thing about your air swing idea is it probably will encourage s holders. imagine this: your fighting someone but they s hold and you air swing. Now they can combo you
uhm what? if u let them s hold out of your swing and they dont have wind gem stacked obfus stacked fast blade stacked speed boosts ur just bad at the game
I would honestly agree to most if not all of the changes (except reinforced armor since the talent is a decently high investment and most midmaxed builds still can melt two bars of hp in a single mantra combo), but I feel like if they added an "overheat" mechanic to prevent the before mentioned two bar combos. This would essentially work as a limit to how many mantras a person can use in a short burst, and this limit may scale with erudition. For example, lets say a mantra user decided to use 4 mantras after another without landing a single m1, then they may enter a brief end-lag period of "overheat" where they are stunned for a bit, but not too long (maybe 0.2-0.5 seconds). Along with this change silenthearts can also have a similar mechanic for their talents so it evens it out.
Dan, please oh please somehow make it so I can catch anyone on attunementless blindseer heavy, not only do I not have the busted mantras attunements get, I can't even catch up to people WHEN I'M WINNING...
shadows fear passive is actually the dumbest passive ever u can walk 3 feet away from them and get completely frozen while they get free dmg and take all my ether its so dumb they should either make the proc range longer or just remove it ngl
Only problem would be the dash for jet striker when you get low. While i agree with reduced cooldown on the climb as you get low, the dashing should stay the same as that’s the whole point of jetstriker. It’s supposed to be fast, but if jet kick were to be nerfed along with the climb then i think it’s reasonable to say that it’s nerfed enough. Fire list snd don’t touch kids🐐🐐🐐
4:42 To be fair, people usually dont swing that hard as the sword is able to deal damage without that much force, so if you've had experience with the sword you will never be swinging it that hard. They should make an 80 wep talent that removes or quarters the extra endlag if they do add this
not all weapons are so light that you can simply use that much force and be unbothered literally any blunt weapon for one, plus any heavy weapon that doesn’t already have endlag,
@justacloud2534 yes, you would be surprised about how people used leverage with heavy polearms to keep swinging; your main limiting factor was actually just your stamina
Dan you gotta promise me one thing, DO. NOT. TALK. TO. KIDS. We know people who work for deepwoken and their "reputation."
Dan the goat will NEVER do such a thing, a rare specimen of the deepwoken community: Normal human being
dan has exposed them before us he would never double cross us
"Breaking news: Deeptuber Danvr caught with harem of underage femboy felinors "
@@goldenviper554 another rare thing: someone who got lose your mind irl
deepwoken devs dont have any allegations tho they are clean if ur talking abt them
Save the Deepwoken society DanVR! It's all in your hands now ...
mr. lore!
Oh my god the goat is here
Hey it’s the goat of lore
its my fav deep tuber
YOO erm
amazing balance changes uncvr surely the devs will listen
(they wont)
@@DanVR1 Just next time mention underage jetstriker femboy felinors to get the devs full attention.
Did the devs get changed or sum shit cause they ain’t listening to shit
@@DanVR1 rather than our right nerfing hp why dont they just make all armours give a set hp and phys since its already not rare so like ironsinger with 25 hp 5phys 5elm 15 eth and knights helm 20 hp 4phys 2elm and boots 25 or 20 hp would removve the farming for got kits meta and all theyd farm for is higher stars so they get more pips or something so like 3 star is all the pips the armour is supposed to give u and the less stars the less pips but hp remains the same something like that
@@Durv-bruh no they just dont wanna work on the game anymore for a good reason its garbage now
1. DO NOT TALK TO KIDS
2. you are now public enemy number 1
3. your life is ruined
4. mr dan vr i now ask that you call for the nerf of all nerfs NERF THE ! the only THE stilleto pls rally for this nerf is it op currently is it meta no however all light users should stub their toes once a day
5. ask the devs to look at the kanabos hitbox i have a friend who mains the kanabo his running attacks hitbox is twice the size as the weapon
@@Tiny_bigninja mythical woosh
@@Tiny_bigninjaDude don't know what exaggerating is.
the ! the only
Nerf the stupid off meta stiletto kings
BUFF STILETTO NERF HEAVY
agreed with the air swing nerf, but then they gotta fix the light wep hitbox. the amount of times m1s on fist or dagger just go through people is actually crazy, getting punished for actually attempting to m1 them but your hitbox is dog would be hell
Why has this never been a problem for me
yea this usually happens with fists for me
@minakaistarfall9822 if youre on fists and they walk towards you as you walk towards them it happens almost consistently
dual guns user here, that's normal for a light weapon
Are you high ping?
This is mom daniel please clean your room
MomVR
Youre right about the chime discord being biased and ran by toddlers who cant see the bigger picture.
Everyone there just wants whatever build they lose to nerfed and their own build buffed, and will fight tooth and nail to justify it.
"Nothing about my build should be nerfed but anything i lose to is unfair and therefore should be nerfed" is the smartest and most mature balancing philosophy you'll find when youre assembling high schoolers to fix your games combat.
There’s a chime discord? Where do I get the link?
Bro ur out of high school and you still play this game get a job
@@pvpboy23 what's wrong with playing a game you like? Its like saying "bro you like Minecraft? Are you a toddler?"
Depends on whether or not I'm there.
@@pvpboy23 prime example of said toddlers right here
Don't forget you're not able to see the screen and your ether is getting drained at the same time 💔
reminds me of a certain lobtomy corp entity
danvr i agree with uproar beign removed but honestly id love to see an update that just nerfs pretty much all damage on MANTRAS SPECIFICALLY in the game at least a tiny bit
2x damage on every mantra 😈
@@prettyradhandle 3x
silentheart demons
@akwkfwag5289 I made one silent heart build back in early verse 2 when it first was discovered and haven't used it since what are we on abt
Mantra hate is crazy
Little Tommy's are the one lining the devs pockets its not hard to believe they dont want to anger their pay pigs
The day air swinging gets nerfed is the day there’s gonna me a massive shift in who’s top 250 or not
this guy made a better balancing list just talking than the chime discord did in 4 months and only one thing will be added and the rest will be forgotten about
like half the things he said was mentioned in chime
1:21 Dan saying that when they gave every single heavy weapon a hyper armor swing after parry, last friday
Argument for damage falloff on projectiles: Each one should be individually tested to have their own falloff curve. Bullets should have a steady curve of damage decreasing with distance, meanwhile grand javelin should have a sudden curve with it dealing roughly the same damage for a while, but at any longer ranges the damage quickly becomes abysmally low.
@@Klorophyte true, with certain mantras you naturally want to use them at range even though youre not necessarily maging
although custom falloff curves would take probably take a very long time, they could just make a model set of like 10 different falloff curves and then assign for example “falloff curve 7” to grand javelin to give the effect that you explained
well said
this for all range mantras
6:33 finally someone with an audience is calling out the jetstriker bullshit publicly.
cant wait for my goat to make this game great again ❤️
Bro got his wishlist
3:24 thank god someone is acknowledging this, I dont think it should be instant ban incase someone who doesnt know about it does it on accident but repeat users and people who are abusing it to climb deserve instant unappealable perm bans.
3 months ban
@ fuck that pussyfooting around, people abusing those mechanics know that they are subverting the intended gameplay, and are ruining the experience for people playing properly, permaban.
@@AkiraaOfficiel perma ban from chime !
They not gonna do that
yeah but you can also accidently do it like for some reason when I use lighting assault sometimes I clip through a wall mid gank/fight. Just add anti clipping mechanics
I KNEW IT! I KNEW THESE GUYS WERE CHANGING THE GAME BASED AROUND THEIR OWN FEELINGS TOWARDS IT!!!!
Saying agamatsu was dragging his knuckles on the concrete was insane
7:08 honestly, this cd reduction should be if you are in PLAYER combat alone. The amount of times i hit somebody ONE TIME and these annoying ass jetstrikers run at mach fucking 5 is insane.
lol no that would just make jetstriker trash
@@michaels413 thats kinda the whole point. jetstriker has been broken ever since the rework and they have done NOTHING about it.
@@adrianthesleepy gutting something to the point it’s unusable is also not smart, just nerf it more when on low hp and nerf jet kick even more that’ll balance it out
@@michaels413 my entire point was that jetstriker's mobility is so fucking stupid that it needs this big of a nerf to make it actually fun to fight. Even without the mobility, jetstriker is still good in terms of damage, so this nerf wouldn't stop people from using it for combat, rather it would stop all the mobility builds that can get halfway across the Luminant in 3 fucking seconds
@@adrianthesleepy it’s a mobility oath bro 😭 if u remove the mobility and nerf jet kick it’ll be awful. it’s meant to be able to run, albeit i still agree it needs nerfs at LOW hp.
imperator edge uppercut is inhuman
Please fix squibbo animation desync and make him actually fightable with light weapons like dagger
A couple things:
1. I just think fast blade should be disarmed or temporarily disabled by talents that reduce your block movespeed. (or shouldn't apply to backwards movement for a short delay after parrying melee attacks)
I really like the feel of fast blade and personally feel like it's a purely positive talent for the game. And keep in mind, I'm a very fast placed player for the most part. I LOVE how aggro it lets you play and the ability to reposition feels amazing. In general I genuinely believe it should remain strong because of how good it feels to use. I fully believe it should never fall out of the meta because the game feels better when its good. Other games follow this same balancing logic and literally no one complains except when it is being abused for some degenerate playstyle. (in this case, people using it to negate the effects of aggressive posture and s hold).
2. Jetstriker is powerful *because its tools are inherently powerful*. The oath is meta by design at its core in the same way gale lunge or ice lance are, NOT because it is outright overtuned in any particular way. If they want to make jetstriker feel fairer, it needs technical / mechanical changes, not a flat "you gotta nerf x aspect of it". Jet kick is still Jet Kick, Fake Strike is still really good and being the movement oath in a game where base movement is very rare is incredibly powerful.
Personally, I don't care for it that much because it feels very plain, but I rarely have issues with fighting or interacting with it (and keep in mind, I'm not good at this game). If I were to make any changes, I would reprogram targetted jet kick to have a static travel time rather than being programmed as a dash (which can result in inconsistent parry timings across regions and different pings), and weaken its talents scaling down with health to avoid running from overworld ganks, as suggested here. But I honestly don't mind if it remains a "runner oath" for people who want to avoid pvp combat entirely, to be honest.
I think there's a place for that in deepwoken given that the pve experience is a breath of fresh air on roblox and I know people who want to enjoy the pve and not interact as heavily with the pvp in the game. It's not like rogue where the difference between deep knight and shinobi is utterly astounding either, you can pack loads of mantras and abilities that counter jetstriker's forms of movement. (a lot of which that are actually really underrated or underutilized and could be buffed into the meta to further counteract jetstriker! lightning stream, glare, enforcer pull, dash, brachial spear, flare volley, flame arrow whatever its called, chain pull, jailer, needles, caltrops, heavy shoulders, ice lasers, ice beam, ice daggers, and more can all be used as catching tools, and of the ones I listed only about half of them even see decently common use...)
3. Health is high and resistances are high because pen is also extremely high. It's a relative issue that hurts everyone. Nerf pen, and you get to nerf resistances and health. Otherwise people would be dying in less than a single combo and the game will only feel fun for 80-100 strength builds while also seriously hurting the overall environment and encouraging more people to play with 40 posture like sheepinsheepskin (who multiple people I know have expressed immense disdain for their playstyle...)
There's also the fact that if you do high damage to absolutely everyone, then that just means berserker is a completely irrelevant talent as its severe downsides mandate that it significantly changes the pace of the game. It would need a rework or the game would need to move back closer to where it is now, where berserker would serve as a tool that massively shifts the pace of fights again.
-because like. why would you ever use "the thing that makes armor irrelevant" when armor is already irrelevant? It makes literally no sense. As is, there's already tons of talents no one uses because
A. one talent is just objectively better (you dont need showstopper or going nowhere on the same build) or B. another mechanic already negates it (when was the last time you saw someone run perseverance for the talent itself, and NOT reenforced armor? Why does it matter when you are getting reaper'd or infusion gripped anyway?)
...
that's it for my concerns anyway.
If you want to look to handle mass metagame shifts and changes like this, please open public dialogue before pushing for it internally. Trying to take a bludgeon to the meta like this is understandable but worrying, and while many of the changes here are legitimately good I think you're directing your anger a lot at *this thing is strong* and not *WHY this thing is strong*. Or just hire me for the balance team I guess, I don't know. I appreciate the fact you care a lot for this game but the attitude you put off in videos does leave me deeply concerned regardless.
permafreshie essay
@@DogGaming506let the dude cook
Some criticisms. Fast blade is broken specifically because it enables backhits to be easier than they normally are, while allowing people to just walk away from interactions if they feel like it with no negative consequences. There's also the issue of range being effectively increased by faster forwards movement, but I won't touch on that. Tied with an enchant like obfuscation it makes it even more difficult to deal with, hence the current meta and why it should be nerfed. Jet Kick is Jet Kick, but it is or was still extremely powerful. Very difficult to gauge where the hitbox actually is and when to parry particularly at longer ranges, and at close range you can, as the user, simply walk forward and it hits almost instantly, making it meta in a world of backhits. Very similar to gale lunge and ice lance, only it has a bigger hitbox and more range, likely does more damage as it is true damage. It essentially replaces radiant kick, which was previously touted as one of the best mantras. On the list of things to counter jetstriker, only 4 of them realistically work, those being enforcer pull, lightning stream, ice daggers and dash, otherwise you really need to be a jetstriker or have several gap closing mantras such as revenge because they just will be faster and more mobile than you. That's the problem with it. And to have an oath that enables easy running would create a new breed of thunder/shadow/fire range cheese builds (which already exist with normal jetstriker), unless something drastic like halved mantra damage is done. Otherwise I think you got it.
@YoungShul well sure, a few things though- (although keep in mind I am assuming you are playing on region, the game tends to be so laggy that it often times in off region everything is busted)
1. Backhits are a suprising nonissue a lot of the time? Like. I rarely get backhit and I use backhits fairly often myself (my go tos being exhaustion strike and decimate). Turns out that backhits themselves actually have a fairly predictable movement pattern and it’s entirely possible to react and parry them (since parrying is 360).
I do play heavy though, the weapon class encouraged to frequently avoid heavy parry interactions and is a lot easier to react to, so if it is a lot more problematic on medium then that’s fair and I’m simply unaware of that. I do think the other aspects of getting frequent speed boosts are fine though. People already run minimum 25 agility on builds already so everyone has access, and in a match where both players are not interested in s-keying it creates some of the most intense and fun duels I’ve ever experienced. Hence why I think it just needs and s-key nerf and not a hard mechanical rework.
2. If you want help dealing with jet kick at close range, the general trick for parrying jet kick is that you can realistically parry anytime after seeing the white vfx appear and it will usually result in a parry. In close range I totally understand why it’s difficult, but it is completely possible to parry on reaction and I do it often.
If someone hits you and buffers it though, it’s like many other fast moves in that you gotta just eat the damage.
I genuinely think the mantra is pretty fair, just insanely useful since it’s effectively targetted revenge.
3. A lot of the mantras I listed were written there with either 1. The assumption thar if you are overworld ganking, then you probably have a gap closer yourself or wayward gem’d it and 2. Many of them were written as intended to be vertical, not horizontal mobility counters against jetstriker’s climb talents. Considering what counters vertical movement is pretty important when considering jetstriker nerfs, especially looking at what happened to the meta in rogue lineage. Turns out horizontal mobility is good, but vertical mobility is amazing when allowed to accumulate and can provide an overwhelming advantage.
(Why aren’t the @‘s showing on my comments? ffs youtube… you can guess which comment is intended for who ig)
I think uppercuts should have a base range it's kinda stupid how u get longer range imo that would fix every problem just keep uppercuts 1 range that don't increase based on weapon types
The fact that spark version of flaming scourge can pull you across the entire chime arena is just beyond me
jetstriker needs its combat ability to be completely gutted or its running ability completely gutted cus you can get this oath in literally 5 minutes after making a character at power 2 while dawnwalker which you need to kill a literal god to obtain is worse
the running ability should be gutted. the running ability of jetstriker has no counterplay and is just generally op in a gank settings u cant compete if ur not jetstriker yourself and you can add multiple mobility mantras on top of that
its combat aspect wasnt broken it was just good (good combo, mix up and dmg potential) but again not game-breaking or overpowered, and u also need to invest 50 stat points (usually 25 since u go 25 anyways) compared to other oaths and limits the amount of mantras u can have which are considerable drawbacks for 1v1 builds.
These issues aside its also other oaths being underpowered compared to the others that makes them see no play in competitive settings
they should gut the mobility
"b-but its the mobility oath" thats an inherently flawed concept
theres NO counterplay to jetstriker, you can put cladrum to fight little timmy in overworld and if little timmy has jetstriker and cladrum doesnt little timmy will be able to get away
That's good, but some demands are extreme
dan proposing fire suggestions after one another unfortunately the devs don't care, even ragoozer's about me is "Make games you want to play"
I think there should be a big nerf to any explosions. There should be no reason i’m getting exploded by 3 things in the span of 1 second
Personally i think the grand fisher plate is a great example to how armor needs to be balanced however the downside of it should be increased, it gives 10 innate health and 1 posture which sounds pretty good for a heavy armor plate it also comes with a great talent that lets you parry unparriable attacks from monsters. which is accompanied with the downside of 3% less movement speed (which i think should be slightly slower) that setup to me goes to show they the devs atleast at one point understood that they do need to add some balanced armor, it would have been great though if they stuck to it instead of just making armor have higher stats all around. also armor classes should be a thing stuff like iron singer heavy plates should be in a heavy armor class which lowers movement speed and swing speed but offers higher hp and posture than that of a light armor like a summer scarf and it would also be a factor in making builds rather than just figuring out what weapon or oath you want to use you would have to decide on a armor set too
DanVR ACTUALLY fixing air swinging instead of doing whatever they did with this new verse 2 flourish flourish system? thats INSANE
i think the new flourish only brings more problems, makes the game more inconsistent, animations suck, they dont communicate their actual hitboxes yada yada yada
we NEED this 0.2s endlag when missing an m1. we NEED old flourishes back NOW
(not old finishers though, it is fine as it is)
The endurance runner one I don't like, maybe when you leave a certain distance of a player that has a combat tag on you then it stops working as well
Runner
It isnt bad at all but you should still have a chance at running but right now u can do it easily at any hp
I think the inconsistency of the uppercut hitbox might be because of the ping inbalance, doe heavy uppercut visually shows you punching upwards and the range is of your heavy weapon so it kinda make sense, they could make uppercut the same range on all weapons since its literally the same animation for all of them (or maybe diff anims)
Should be the same range cuz the uppercut range on heavy rn is kinda crazy ngl
Absolutely
The damage on both weapon types are the same so the range should be the same otherwise it wouldnt make sense
no glaze this video was really informative about what they should be balancing
Dan virtual reality... I love you, having you as newly hired deepwoken dev made my day, and I hope that you can make deepwoken great again!
Agree with everything except for reinforced armor, people arent actually that tanky bruh
The real problem is the vampirism enchant dude thats what might give you the illusion. that enchant is BEYOND broken and theres a reason why its limited in competitive events and stuff
if ra gets nerfed nobody will go it js like what happened to 55 charisma
Even with these balance lists from testers, nobody is gonna be changing anything that makes sense and instead goes for something else that doesn’t need to be fixed lol
1:22
Iron hug: i'm boutta end this man's whole career
Finally you can tidy your room without worrying about income anymore!
rising flame range and instantly teleporting them to you makes no sense
Another day waiting for someone to adress silentheart bugs like them not being able to do anything after literally getting hit once while doing the airial hunt move or the fact they can literally movestack.
IT CAME TRUE, GOAT!
Dan crashing out straight for 10 minutes
crawl into their forkin is wild
5:37 It's crazy how this is still on the game but silentheart silencing got removed for basically similar reasons, it just limits your gameplay and sightless still is more broken imo
They removed the silence effect of silent hearth?!
@@gabojr1979 Yeah? Back then, parrying a mantra made it so you silenced them, making them unable to cast mantras for some time and it re-aplied on parry, forcing players to engage in parry trades with silenthearts. It got removed for obvious reasons
3:08 whats going through you're head💔
💪💪💪💪
IS HE WRONG THO💯
Balance based on chime is the stupidest thing ever
why
@@wrldwar because it's a small part of the game that has 0 reflection of 99% of the game.
i haven't played in a while so maybe this has changed but if im in the overworld 1v2 explain to me why they should be able to stack their reinforce to heal each other but my reinforce does nothing because i have no teammates. the only reason they ever made that nerf is for 1v1s in chime that give you imaginary points.
Why did they actually listen to you this update😭
These are actually REALLY good suggestions wtf 😭
Edit: These are the type of nerfs that’ll REALLY balance Deepwoken… From tempo, to jet strikers & runners, say it with me chat:
DANVR FOR 2025 HEAD DEV!!
these changes were mentioned in chime discord to get nerfed already btw
the talk to kids virus might infect you
I personally hate when I let 1 shadowcast mantra slip through my defense and then all of a sudden I lose 6000 ether
Bro might single handedly save the game since no one else wants to...
5:20 I think this is actually a confirmed bug, you are only supposed to get the thing where your screen goes entirely black gradually after your opponent has landed several mantras. (altho it should be reduced still and yknow fixed.)
yo dan the thing about fast blade, i wouldn't say nerf fast blade itself. Id say nerf core agility stat's general boost to speed boost proccs
this would nerf ALL agility builds or builds that abuse repeatedly proccing speed boosts and becoming the flash and back hitting
jetstriker obsufication if played right is genuinely unfightable
Agility isnt a good stat below 25-40 in 1v1s and the only reason u go it is for speed demon and the dodge talents not for speed boosts, if u go high agility its for ganks and running just general mobility
@wrldwar it's not for the people with low agility, it's for the builds with 50+ agil, all the speed talents you can think of and obsufication as a cherry on top, the people with 40 agil and lower would be less effected because they aren't abusing their speed
@wrldwar and the dodge talents ARE speed boosts. Swift rebound gives you a speed boost proc, evasive expert buffs that speed boost proc.
@@Shiko_36 speed boosts that are not fast blade and evasive buffs the speed boost u get from dodging not fast blade
"Tempo gain via landing mantras, so if you hit somebody with a mantra, the tempo gain is REDUCED 75%" DANVR FOR PRESIDENT ON GANG
FOR WORLD PRESIDENT
Bros the mayor of frown town
Uncioli Ravioli, make Deepwoken great again
Let this man on the dev team!🗣️🔥
Honestly the s hold problem is so big its insane. If I could, I would suggest 3 things to fix this:
- Movement speed buffs don't work while holding s
- Movement speed is reduced by roughly 50% (could be tested) while holding s
- Aggressive posture now slows your enemy if you parry them and they're holding s (THE WHOLE PROBLEM WITH SOMEONE HOLDING S IS THAT YOU CAN'T HIT THEM)
I fought jetstriker ice dagger on my enforcer hammer and I was being outranged in every interaction because they had their toolbar filled with 8 ranged mantras (tps, projectiles, etc.) as they held s the entire game.
aggresive posture just needs a buff since its so miniscule as for the jetstriker ice dagger fight hes just punishing u for spamming feint mindlessly on heavy forcing him to play passive as well (this is the situation most of the time) since ranged moves / gap closers is pretty much the only way to counter spam feint with hyperarmor abuse
@@wrldwar I get the impression that you're being dismissive to how unpunishable the guy's build was. No, I don't spam feint mindlessly on heavy. I'm probably of the minority of players that know how to use feints efficiently without just air swinging or flying around your screen (In other words I'm not a cheese build).
The issue was that he was moving so fast while attacking that if I swung my weapon he knew that he could just outwalk it and didn't parry. If I used a mantra he would parry but at that point he was so moving so fast that even after whiffing a parry, my m1 follow up or any other follow up would be slower than his ranged moves.
In other words he was moving so fast that he could GUARENTEE avoiding attacks that I feinted while only having to parry the necessary initial attacks that I used. Which means that there were no feint combinations or any attacks I could use to get around this guy's insane speed, resulting in a playstyle with no counter play.
@ if ur getting outwalked on heavy vs ice dagger ong that’s just a skill issue
@ wouldn't the default assumption be that you are more inclined to get outwalked on the slow swinging weapon? 😭
Then you lowkey forget the tachyonic spinor matrix disrupts the quantum Lagrangian manifold, causing fractal perturbations in Schrödinger’s wavefunction within a non-Euclidean spacetime of hyperion😭
Remember danvr isnt suicidal
My opinion on this is that there are a bit of issues with the changes suggested, those being:
Reinforced Armor is already 5 talents and 90 fortitude and only reduces (incoming) pen by 40%, therefore, it reduces 40% of the pen that is incoming, so 40% of 30% for example, meaning it already rarely gives massive value unless you're fighting penetration builds, and generally speaking you get more value from 55 charisma instead of RA, so I feel that change is unnecessary, and a way to nerf the current HP of builds would be to nerf equipment (although in my opinion, if we nerf equipment we'd have to nerf damage, as even with the most op of equipment, one jet kick combo can snag a bar off you, which would be even worse if equipment is nerfed without that being addressed)
And Lastly, the Fast Blade nerf would make it even more miserable to deal with S holders, sure, it'd remove fast blade from them, but it would also remove it from the aggressor, my idea is that if you hold S with fast blade, you have 50% less duration with it than if you were to be playing aggressively with it, allowing aggressive players to still benefit from parries and for people who are holding back to be punished for doing so.
it gives alot of value since the passive hp from fortitude stacks and u get lvl 5 reinforce and shoulder bash which arent bad and ur going 50 fort on every build anyways so ur only spending 40 extra post shrine and more than half the bastion talents ur getting are already needed
for the endlag thing maybe that should start at .1 seconds and as long as it doesnt literally break the game then it gets upped to .2
waiting for anxious guard to be removed
...?
danvr... you must save the deep society...
We need a "Stink Aura" for chime no lifers and depths gankers in game. Not an issue irl though.
Suggest buffing that one talent that slows down s-holders when hitting their block I think its called aggressive posture
The talent might just not work rn
@@fleimillo8497 it is working but u can barely notice it which is why it needs buffs
Never cook again...
No joking, let him on the team.
erudition should have diminishing returns instead of an outright flat nerf, it already kinda sucks when its on 2 or 3
doesnt suck u just cant mindlessly spam mantras and u actually have to m1 or ur playing with no tempo for the entire fight (and u cant spam vent) but its still very useable
sad no talk about sightless beam getting nerfed/reworked i fought some kids that would hit a bloodcurdle then his friend uses sightless or one kid would lightning stream you into water and use sightless then his friend would use it right behind you so even if you have enough posture to block 1 sightless u would get blockbroken by the second sightless (there was 4 blindseer uses btw) deepwoken devs will wonder why ppl say ganking is miserable but they are so out of touch with balancing other than chime discord we dont need chime balancing we need overworld balancing there is too much cheese and then they wonder why ppl dont wanna do war mode
been mentioned in chime discord so many times but devs and testers dont care or dont support the change
For chime issues with mage builds, please let it so you can't use the same mantra 5 times and to make it so you will AlWAY have to land at least 10 m1s (or less) to make the CD ACTUALLY replenish again.
Seeing people with saintworn makes me realise this game just blox fruits 2.0 with dragon spam cuz i dont see any originality whenever im playing a chime match, and my opponent wants to play TD in a combat game.
W proposition with the fellas glitching outta the map, don't play the game but that seems like the peak of unemployment
that air swing nerf might actual fix some of the combat issues
0.2 is overkill though it would ruin the game
Now with my new sternsuggester powers. I will become the almighty.
Please bring glory to the ministry!
Actually incredible takes my god. Like actually good and innovative ways to change stuff without just making stuff unfun. Like with jetstriker; you just take away its ability to run when low but you still get the fun mobility anywhere else. I also rly like the air swing idea
unc vr pls DO NOT TALK TO KIDS and make it where ethirons ult dosent desintergrade me when i touch one partical of it
only thing about your air swing idea is it probably will encourage s holders. imagine this: your fighting someone but they s hold and you air swing. Now they can combo you
uhm what? if u let them s hold out of your swing and they dont have wind gem stacked obfus stacked fast blade stacked speed boosts ur just bad at the game
he claims hes a cyborg from 2050
I would honestly agree to most if not all of the changes (except reinforced armor since the talent is a decently high investment and most midmaxed builds still can melt two bars of hp in a single mantra combo), but I feel like if they added an "overheat" mechanic to prevent the before mentioned two bar combos. This would essentially work as a limit to how many mantras a person can use in a short burst, and this limit may scale with erudition. For example, lets say a mantra user decided to use 4 mantras after another without landing a single m1, then they may enter a brief end-lag period of "overheat" where they are stunned for a bit, but not too long (maybe 0.2-0.5 seconds). Along with this change silenthearts can also have a similar mechanic for their talents so it evens it out.
you shouldnt be getting hit by combos like that in the first place...
REMOVE SHADOWCAST 🗣️🗣️🔥
fax ive been here since the game released and deepwokens path forward isnt looking good hopefully danvr will save the day
Dan, please oh please somehow make it so I can catch anyone on attunementless blindseer heavy, not only do I not have the busted mantras attunements get, I can't even catch up to people WHEN I'M WINNING...
I'm scared for a SoO nerfs, but the rest of these are such good ideas. PLEASE Deep devs 🙏🙏🙏
THE OG THE MYTH THE LEGEND FINALLY DID IT
thank you mr president
Please dan if you live near a playground or something like that you really must move it's getting dangerous now...
shadows fear passive is actually the dumbest passive ever u can walk 3 feet away from them and get completely frozen while they get free dmg and take all my ether its so dumb they should either make the proc range longer or just remove it ngl
Only problem would be the dash for jet striker when you get low. While i agree with reduced cooldown on the climb as you get low, the dashing should stay the same as that’s the whole point of jetstriker. It’s supposed to be fast, but if jet kick were to be nerfed along with the climb then i think it’s reasonable to say that it’s nerfed enough. Fire list snd don’t touch kids🐐🐐🐐
The deepwoken society is saved…
WE SHOULD VOTE FOR DANVR TO BE ON THE DEV TEAM
3:27 dawg i use lightning assault and accidentally tp myself out of map and lose a match i dont think i should be banned for losing that
buddy if its clearly accidental u wont get banned
@@iloveyoufoober i hope so, i tweak so much with that mantra
ALSO great idea, nerf all phys and element resistance and health on equipment and instead add talents ( or add posture )
dan lowkey more polls would be nice, and community vote roll back on parts of a update if its so terrible (my poor lft)
sorry for your loss.
4:42 To be fair, people usually dont swing that hard as the sword is able to deal damage without that much force, so if you've had experience with the sword you will never be swinging it that hard. They should make an 80 wep talent that removes or quarters the extra endlag if they do add this
That talent would defeat the purpose of adding endlag on in the first place
not all weapons are so light that you can simply use that much force and be unbothered
literally any blunt weapon for one, plus any heavy weapon that doesn’t already have endlag,
@justacloud2534 yes, you would be surprised about how people used leverage with heavy polearms to keep swinging; your main limiting factor was actually just your stamina
@@BIGBLACKHAWK123 no, if youre speccing high into wep for this i think its fair
@@thecomet653 so lock air swinging behind a talent instead of removing it
DanVR.. Save the deepwoken society...
dan ive always loved you please save deep for us