Just in case anybody has missed this, (sort of buried in a 15 page thread) this is happening:
As many have brought up before, the use of /switch macros can make it very easy for assassins to attack with 2 freshly lifebane'd weapons each round...
I'm guessing many assassins here don't use those macros...but rather the classic "drag onto paperdoll" technique which they're used to...and they are about to get hit with the nerf-bat...hard.
Anyway, since this probably isn't common knowledge due to not everybody following along with long threads...I thought I'd post this here to engage some discussion...and maybe get some more feedback for the staff from the community before this nerf goes live.
gruenesschaf wrote: ↑Wed 6 Mar 2019 9:08 AMSometime this week there will be an update where the envenom dots (and only those dots, not cast dots, not proc dots, only envenom dots) will no longer cause a tick on refresh, they'll just reset the duration.
We discussed other options, among them also a change to the entire poison application mechanic, but this change seems to be the most effective with the least impact on anything else while still preserving poison swapping in case of resist / purge / different poison applications. As part of that update PA will also be slightly adjusted, with around 60 CS you shouldn't really see a difference, with more cs it will go down slightly with less it will go up slightly (see the thread about thid PA performance, the base damage is too low and the scaling per cs point too high).
As many have brought up before, the use of /switch macros can make it very easy for assassins to attack with 2 freshly lifebane'd weapons each round...
I'm guessing many assassins here don't use those macros...but rather the classic "drag onto paperdoll" technique which they're used to...and they are about to get hit with the nerf-bat...hard.
gruenesschaf wrote: ↑Wed 6 Mar 2019 1:43 PMNightwish wrote: ↑Wed 6 Mar 2019 1:42 PMYou are effectively taking away a big chunk of their dmg by making this change but not giving anything else in return to compensate?
That's called a nerf. If it really turns out to be too much, which I doubt, it can easily be rectified a bit by increasing the viper %.
Anyway, since this probably isn't common knowledge due to not everybody following along with long threads...I thought I'd post this here to engage some discussion...and maybe get some more feedback for the staff from the community before this nerf goes live.