Shadow Strike nerfworthy again?

I managed to kill Callagadra with my battlemage but… too slow :sleeping:

My cold battlemage is really durable, the thing is she kills very slow.
I wish there is more support for elemental battlemage. Herald of Amatok is not enough.

That’s debatable.

That’s done by “muscle memory piloting” and mutator/boss combo grinds and top rolls on gear. On setups that are minmaxed for that very purpose.

I don’t see many SS builds doing sub 5:30 consistently unless they’re stuffed with greens. Soulrend SS infiltrator does over 5:30 - including all the factors mentioned above - with 5:15 being an extreme. That translates to 6:00-7:00 for an average to good player with average rolls on gear.

I played some SS this patch and, even though it has potential to produce extreme results when minmaxed, it did not strike me as nerf worthy.

I think more nerfworthy are the builds that have 16k health, 3k armor, all key res above 40% overcap without greens, etc. - and can do naked crucible faster than for example Deathmarked can do it buffed and bannered (that’s top secret build, NDA and everything so don’t ask :wink:). Or look at the TANKY sets that still screw around in the 5-minute league (LD, Justice, to a lesser extent now SR set).

I can think of a few others like old Clairvoyant for example.

Even though destroying builds per sedoesn’t happen much, it does happen in how those builds are perceived by the players. aRPG is about grind for power. You work for it. So it’s just as if your boss reduced your salary - even if you still can make a living doesn’t mean you won’t be pissed.

Hear hear!

Please bring your concerns up with HR.

Retal DE is still fine after nerfs. Just not with beronath, and yes it is more expensive than ever.

I played your ZUCC, before and after nerfs. Maybe everyone draws his/her line somewhere else, but it was a whopping 30% total damage decrease …! Even before the Beronath-story. Must be even less by now.

Told you it’s not with beronath. But yeah beronath got gutted by a lot. Still there are ways around that but it’s too expensive if you’re doing it legit. Talking about sub 6 cruci runs here. I wanted to test some more and have a new post by tomorrow but irl shit got in the way.

@Xervous lets take 10 random players and ask them to do runs with morgo SS setup using just gargoyle belt as you mentioned at the beginning and lets see what the results are. I dont mean to offend your philosophy but you really take into account that a posted run with a low time is the best run out of tens, maybe hundreds of runs. This is the thing that you and others succesfully fail to understand, yet you have the nerve to request nerfs. #nogrudge #honesty

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I have the nerve to start a thread asking the community if they think a build archetype that is producing results that have traditionally been nerf worthy is indeed deserving of nerfs. Please let this be the last post misattributing such a claim to me in the context of this thread.

Average joe performances aren’t the Zantai approved metric for balance, for better or worse. While you do have me curious I’m afraid 10 may be too small a sample size to get a reliable sampling even among a diverse community enthusiastic about endgame challenges. I believe Zantai has some quotable segment floating somewhere for this topic but in its absence I’ll not be assuming stuff.

I get it.

If anything, I’d consider nerfing Magi rings and conversion green belts. The former are superstrong even without the conversion (plus the following argument when applicable), and the latter allow for unprecedented levels of synergy,

I don’t think Morgo should be nerfed but if Z insists on it, I’d say that -0.2s to SS could go. And/or change lightning to cold conversion from global to a mod to sth shaman. But any such changes should be accompanied with an addition of about 6-10% phys res on the set.

You’ve identified the crux of the problem: Balances are centred predominantly around Cr speed clears, and not other end game challenges.

Will a build capable of killing calla in 2 minutes get nerfed? Unlikely.

What about a build capable of pushing SR 100 in solo play? Unlikely.

I´d even go a step further, demanding: Nerfs or even Nerfs + Buffs must stop.
What kind of experience will the game be if every single kind of build can clear -crucible for example- in exact the same time – only with different attacks?
Diversity will go to zero. Diversity in experience I mean.
Some builds SHOULD remain fast but glassy, some SHOULD remain slow but tanky. Stuff like that. Common sense as far as I´m concerned.

From an entirely selfish perspective, I wouldn’t want balancing to stop, though I admit that that’s inevitable.

I play this game because I enjoy breaking the game.

Z balances stuff, and I poke and prod at it trying to find a loophole to exploit. IMO, that’s where the bulk of creative theorycrafting lies in.

To play the devil’s advocate, I can kind of see why.

In SR for example,

  • Death is only an issue in HC runs and even then, you can always pause the game and exit or use something like GD Stash to bring your char back to life. While I don’t see the point in doing it, it is still a possible option if you want to see how deep you can go and the mutators/boss combos aren’t kind to you.

  • Related to the above, mutators and boss combinations can widely alter the results. I have 2 builds that can do 90+, both will fail if they come across Kaisan in the small map.

  • Camera abuse (zooming in on your char also works), enables pushing higher than otherwise possible.

  • No loot with Deathly waystones and hence pushing further in is only for a challenge and bragging rights. Thus it won’t matter to the average player.

Interms of Superbosses, you can specifically build for them… atleast with non-pet builds. The only build in the current patch that has provided a less than 2 min cally kill is this: ⭐ The fastest cleaners in the World
It has 26% pierce, 39% Bleeding & 49% Aether and achieved that time using Fevered Rage. Can’t exactly use something like that as basis for nerf.

That leaves us with Crucible…

It’s a question of how fast is too fast which of course you’re free to discuss in another thread to save the mods the trouble of moving your thread derailment.

It’s also a question that has been answered multiple times. Go whine in your own thread.

(Why does my phone correct mods to kids?)

Oh, I don’t disagree. I understand the why of it.

I’m just lamenting the inescapability of the “problem.”

Someone’s gotta lose out, and it just so happens to be Cr theorycrafters/players

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It will stop eventually, if anything we’re much closer to that day happening these days. I’d wager a guess we are in the twilight phase of GD’s development life.

That’s not even close to what Zantai is going for. He’s never even considered making all builds “equal performers” nor does he want too (plus it’s nearly impossible to achieve). He simply has a baseline that he’d like to see them “within”, it’s only when they fall too far out of that range, either end, that he might try bringing them back in line.

Only if those builds are put together correctly. I’m of the opinion that if someone picks the right skills and items to go with them that they should come out with a pretty decent and rewarding build in terms of what content it can clear.

Now the bar for this is already set fairly low in the main campaign through roguelikes or Nemeses but some people crave more.

If items and skills were never nerfed/buffed to begin with, we would not have nearly the level of variety in skills and playstyles that we see today.

Well. Why are nerfs a must? What would happen, I mean really happen if they do? Nothing maybe?