Today (June 1st), Summer Test Realm was released and brought several new changes to the game. Poor Myth. That said I feel though it was nerfed too much damage wise and should do at least 800 instead of 730. Yeah honestly FFA was one of the best Darkmoor spells, like the damage was insane plus the Fuel, so it was one of the only ones that needed a nerf especially since Fire is so busted in PvP as well. Replies. I don't really do pvp, but I was really frustrated as someone who plays as fire ad death wizards. The Daily Spiral is basically a “News Page” that opens when you log into your character! Jeez, while Death got screwed over pretty hard, this is probably the second biggest thing to be crushed on the list. FFA can't go over 900 to 950 maximum. While I agree yeah, removing all blades was kind of wack and the damage was a biiit too high to be considered balanced fully, they went a bit too far. 220 damage off the original makes it pretty balanced for an 8-Pip Aoe (we're assuming Shadow Pips mean 3 pips here :)) since Sirens has 880 and does so much, and making it 2 blades removed not only balances it from the original but makes it more on-theme with Storm than the initial nerf. Reply Delete. This makes it slightly more desirable as an AoE while keeping its double-edged sword gimmick. Yeah, Weaver was WAAAAYYYY too good not to get a pretty big nerf, but they did it just slightly too much imo. Posted onJuly 1, 2020July 3, 2020Authornathan_era1 Comment. Overall this entire nerf was awful, and while they did say that they will most likely keep adjusting the spells and make them a bit stronger, the changes were too far. As you can see, Shadow Pips no longer rely on chance. In addition, KI has also changed how players get shadow pips. With the latest Wizard101 Test Realm Update Kingsisle has gone and changed many more spells, many of which are not Shadow Enhanced ones. Note that I’ll be referring to Shadow Enhanced spells in this post with the abbreviation SE for simplicity so keep that in mind. As many of you know, Wizard101 receives 4 main updates per year: Winter, Fall, Spring, and Summer. I’m honestly not sure how to feel about this change, but after thinking about I’d say I’m against it. KI has stated that with a debuff in hits, there will also be a debuff in mobs to help PvE’s case. We can only wait and see how this affects the new age of PvP while also abiding to PvE players’ wishes. Once your Wizard has completed a certain sacred Tree ritual (approximately level 130, or the beginning of the Empyrea part 2 story), Renee Wooften will call for you to help the Subterranean Sanitation Operations with a pesky little Trash … Come take a look into the life of Flash33. Wings of Fate received a damage nerf but it’s biggest buff in exchange is that it now has initial hits for both the damage and heal. To get in touch with me shoot me an email to: adayinthelifeofflash@gmail.com. Yikes, Storm got hit pretty bad on this nerf list. For Lamasu see my comment on Scorching Scimitars. Press question mark to learn the rest of the keyboard shortcuts. ONE SINGULAR WARD. KI is trying new steps to ensure that PvP is less toxic and a community for everyone. For Snake Charmer see my comment on Scorching Scimitars. @AussieThorn on Twitter made a video of all of the animations. – Gaze of Fate: Nerfed 300 per hit (600 total). For example, Squall only does slightly more than storm lord (about 40 more), which, in PvE, renders it basically useless and forces storms to have more strategy than Bugs first turn. Like seriously, 1 blade? This was a much needed change that greatly increases both its viability and usability as well. Please log in using one of these methods to post your comment: You are commenting using your WordPress.com account. It is quite interesting that no Mirage shadow spells were touched, despite the request of many people on Social media. Fire From Above: 750-870 Damage and 2 25% Fire Traps. I can’t believe they nerfed it. This hit along with Wings remaining the same just makes me want to level my Life less and less, man... Gaze of Fate: 350 Balance Damage + 350 Any School Damage and 25% Global Balance Damage Bubble. I mentioned in my first impressions post on the first round of SE nerfs that the Enfeeble effect could be changed to a double or triple Disarm and the damage increased. Myth roid hydra скачать. Kingsisle has been criticized many times (rightfully so I might add) for not listening and communicating with their playerbase. weaver went from being one of the strongest ice spells to a literal joke. – Raging Bull: Nerfed about 100 damage, accuracy debuff changed from 25 to 30. Thanking them is probably the least you can do. Technically Nested Fury did too, but its change to function more like Spectral Blast is a both a buff to the Fire and Storm damage and a nerf to the Ice damage. Another major change to the game is the shadow pip nerfs. View all posts by Flash33. A pleasant change, that many players will be happy about. It also helps enforce that mutes are actually working as a punishment. I think this spell is in a much better place now than it was before. What this did was fully regenerate a Death wizard's health (415 heal x 4 in 4v4 is a 1660 health regeneration base). This I feel would strike a fair balance between original and first change. Create a free website or blog at WordPress.com. Change ), You are commenting using your Google account. half the pre-nerf numbers) but now with more emphasis on its gimmick: the random school damage. If you haven't been living under an actual rock, you'll have remembered for like about a week or two now the Darkmoor and a few of the Polaris spells were nerfed BIGTIME. While I get that and I get that it makes you think whether you want to use the 4 pip spell or wait a turn or two to use a proper AoE (which I assume is what they were going for) I still feel a little more could be done to make using them in those situations more meaningful and less pointless. Many (including myself) voted for the latter, which is the direction the spell ended up taking. KI already does ice so dirty in the early game portions with how much damage we get from gear (waterworks legit gave a total of like 35% ice damage -_- and the bear’s claw of ice gives like 3% compared to the normal 7% other schools get) that the late game was starting to pay off with damage and critical increases finally. Wizards now even blink! With the release of Test Realm a new type of spell was added to the game: Shadow Enhanced Spells. Each spell costing 25 Amber; plus 50 Flying Squid Ink / 150 Diamonds for Grendel’s Amends and 150 Agave Nectar for Ratatoskr’s Spin. Both are decently good pets but there are definitely better. Should be down: what they should all be at with the -12%, TEMPEST: X pips (-25% for AOE) = 93 X pip They could rework the utility and/or pip cost. Leviathan I think is fine in its new state as it brings its power relatively in line with other rank 8 spells. Another example I want to point out is outside of 1v1. Obviously by my tag, this definitely crushed me inside, especially since I only got Lulu 2> weeks ago and haven't even got a chance to use it outside of farming Darkmoor and exalted duels. Reply. It continues to receive updates, and there's a decent sized community. For Fire From Above note that the card text hasn’t been properly updated yet as it’s meant to say 1 trap not 3. It includes your Main Quest, Daily Assignment in detail, a link to the latest game news (which includes sales, updates, and more), event updates (such as Scroll of Fortune, Beastmoon, Pet Promenade), Crowns status, and “Item Recommendations.”. All in all while I do think it’s a fair change and makes the spell still usable in this state I do wish it left 2 traps instead of just 1 as a compromise. I’m personally neutral on this spell, but I will say I do hope KI will go back and reevaluate minion viability in the upper worlds, as that’s a big theme of Myths that’s been sorely overlooked and neglected. Hungry Caterpillar: 650-770 and 800 Absorb. Some of the Wizard City clothing has also been updated slightly, such as elegant gear. My preferred genres are action/adventure and tower defense, but as long as a game seems fun to me then I'll play it regardless of genre. I was all for changing the shield to 50%, it's something I've been preaching as the main nerf. Before it was a single-target double-hit and a direct upgrade of Minotaur. Cookies help us deliver our Services. Call of Khrulhu received a buff after its initial nerf. Well, if everything needs to be nerfed and Caterpillar apparently has to match Weaver, here we go. The spells are being seen as 8-9 pips, and spells don't do that much at that pip rate besides like Leviathan for Storm, and these have some pretty significant utility parts. – Gaze of Fate: Nerfed 300 per hit (600 total). Change ). Swordroll December 13, 2014 at 8:57 AM. By using our Services or clicking I agree, you agree to our use of cookies. – Rusalka’s Wrath: Nerfed about 300 damage. Sigh. It’s also more powerful than FFA, which is good. It’s still a good AoE Drain but now both it and Scarecrow are viable AoE options for Death while still not overshadowing the single-target powerhouse of Winged Sorrow. Unexpected but fine. This post will be my first impressions of them. And the other spells I would buff more, like for Bugs is make it 950, mystic I'd keep the 1 ward removal not shatter but 750 dmg, lulu 710, Weaver 780-910 same with cat, gaze 425/425. I have been playing video games all my life, and I have no intentions of stopping now. That said I do have two suggestions to make it better. In addition to this, the Magic Mirror will (in live realm) cost gold instead of crowns! Other than like, Thor Hammer I think, name a Storm spell that removes ONE blade. I guess though it’s just one of those wait and see type things at the end of the day. It’s still a good AoE Drain but now both it and Scarecrow are viable AoE options for Death while still not overshadowing the single-target powerhouse of Winged Sorrow. While that is an interesting direction to take many have pointed out that the animation now cuts out the second part of the OG spell entirely, leaving the second head with nothing to do. In many team PvP matches, I have seen a combination of Earthquake + Call of Khrulhu spamming. Keep in mind that while yes, this is a drain spell, this is a spell you get at LEVEL ONE HUNDRED in a HARD SIDE DUNGEON. life stays getting screwed not just with shadow spells, but since the beginning bruh, This is super dumb for FFA, FFAs low end has to be around Glowbugs damage, 920-1050 makes more sense. When you make a new wizard, you can now pick a preset of clothing to rock in Unicorn Way. a tower shield after a weak ass hit isn’t even worth wasting a turn on. I can see what you mean. If we ARE to keep the removal before hitting, making it 2 wards makes it still significantly better than 1, but also doesn't make it broken for stuff like PvP. Abominable Weaver: 650-770 and 50% Shield. Here is the list: As you can imagine, this brings a LOT of changes to both PvP and PvE. While it did get a damage buff (which it sorely needed), and while I think it’s now in a good place in that aspect (though perhaps bumping it up to 950 might still be reasonable), losing the Disarm effect is way too harsh a nerf in my opinion. According to Matt this spell is valued at rank 5 DPP+2 for the second hit & bubble respectively (1 each). I initially liked the buff, but now that I’ve had more time to think about it after seeing the changes to both it and other spells I think this current iteration is much more reasonable, especially considering the next spell I’ll be talking about. All in all, people should probably give the Devs a chance to change a few things. overall this is a step in the right direction. Before it was severely underpowered and not worth using post nerf. You can play here: https://www.wizard101.com/create_wizard, Press J to jump to the feed. To all enemies spells tend to do lower damage than to only one enemies. This trend of locking a schools much needed spell behind an RNG paywall & only letting it become craftable months down the road needs to stop. Make sure you comment your opinions on this Test Realm! This way Life would still have a low-pip AoE but one they’d get naturally and not have to rely on RNG to get while also keeping a powerful low pip single-target hit in the process as well.

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