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Tags: seriously  think  devs  going  crazy 
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I logged onto zOMG today for the first time in a few days and the first nerf I noticed were bandage and diagnose. Bandage now healing 40 per tick rather than 50. At first I was a bit irritated but soon got over it. Then I noticed that you guys patched the mask safe zone glitch and again was a bit irritated but OK with it since it was a glitch. But now I see that hack does less damage than mantis? That is just not right. Hack uses twice the stamina and has twice the recharge time. Why is it now WEAKER than mantis? Hack has become a near useless ring just like the shark attack ring before it and bump is now the strongest ring in the game (I think). The only explanation that I can think of is that you are doing this to force us to buy powerups to get through the game but I personally am NOT going to buy any powerups until I can play zOMG and actually have fun. I really hope this nerf isn't permanent as it has really thrown off every sweeper strategy I've had due to it being focused around the brute force of hack.

UPDATE: I've compiled a list of attack rings that have been nerfed.
1. hack: superb-strong
2. bump: strong-moderate
3. slash: strong-moderate
4. shark attack: strong-moderate
5. fire rain: weak-feeble

With this new ring classification, mantis and hack now fall within the same category meaning that a ring that uses twice the stamina and has twice the cooldown rate is now doing the same amount of damage as mantis. Additionally with the nerfing of shark attack and slash as well, pirate set is now useless along with all the rings in the set. Honestly why use slash when you can use dervish that has a much greater AoE? And why use shark attack when you can use guns for less than half the stamina and perhaps 3 times the range? This new update makes some rings completely. Additionally an alternate idea of these nerfs is to encourage users to buy the great rings in MP and equip them to attempt to drain the MP of all unsoulbound rings. Then they'll balance it out again and perhaps nerf other rings to eliminate more rings from the MP and will continue along that path until eventually the few rings in circulation are worth millions in MP. Of course this is unlikely but still very possible.

UPDATE: This spot will list all the ways I can think of that could balance out the game without the need to nerf rings.

Firstly, I've noticed that stone coatl is being easily killed by any soloist/crew that can mass spam ranged attacks. I suggest creating a retaiation method for coatl so that every time that coatl is damaged while the player is out of range, he sucks them in to eliminate range spammers.

Secondly I think that increasing the damage animated dish out is more practical than decreasing the effectiveness of healing rings since that after a battle it will take more time to get back to full health with nerfed rings.

Additionally, G'hi effects should be buffed a little since they're completely neglected by any crew with good buff rings. If you need to nerf the effects of knife sharpen or adrenaline etc. in order to balance it out, fine. But increasing G'hi's effectiveness would further promote the use of crews and is a much better way of promoting crews than nerfing attack rings (with no compensation) in my opinion.

And even if the attack rings needed to be nerfed because they were killing enemies too quickly (or whatever reason there is other than that), increasing the health of animated is more effective in my opinion. If I remember correctly, just prior to the nerfing of our attack rings, the health of grunny subs and robofish were severely lowered making them total pushovers. I liked it better with the attack ring balance pre-update and by nerfing only certain attack rings, it threw off the whole balance of the rings. As a side note I had used every attack ring consistently pre-update except fire rain (because that ring always sucked due to lag and no debuffs) and solar rays because I preferred guns to it.

Also increasing the dodge rate of enemies a little will encourage the use of G'hi, knife sharpen, and keen aye (the latter 2 being rings that many users have called "the most useless ring in zOMG" wink . Not saying to increase the dodge of ALL enemies but just ones that could make knife sharpen quite useful (servants of the sand in duneslam, cherry fluffs in zen, feathered coatls in otami, and prarie pups/squad leaders in OA are examples of things that I think could use an increase in dodge).

Another ring that many find useless is taunt. Perhaps making it an AoE ring that you can aim (like quicksand and hornets nest) will make people think it a better ring? IDK but it still seems that the majority of the gaians find taunt to be completely useless save entertainment purposes at RR3 and RR4.

Will add more suggestions when they arise.
 
     
 
Some rise by sin...

They may be doing the nerfs because they are making new rings. Lolz the updates were really disappointing. zOMG has slumped -.-

...and some by virtue fall.
     
Devil of Sin
if i were you id file a bug report on hack

every thing else you got the right to complain about
 
     
god i love it wen people cant find a solution for simple thing and they take stupid drastic measures that Just end up ******** things up don't you ?
 
The Healing nerf was released too early. Supposed to come out after two updates. I just don't understand why they could roll back the changes until the rings get balanced at the same time. Other rings were supposed to improve so that the healing nerf wouldn't matter too much. However, a healing nerf minus the other balances is pure stupidity.

I don't know about the Hack. Must check it for myself.
     
RAFAKUN MORRY
if i were you id file a bug report on hack

every thing else you got the right to complain about
It is not a bug. I know a bug when I see one and this is NOT a bug. The damage for hack has been reduced from superb to strong and it is now weaker than mantis.

@Erynne: I know that but it's not the healing nerfs that I'm mad about.
 
     
 
When I tested it against a Brain Clam...

I got 90 for Hack, Mantis did 65. And unless my math is wrong... 90 > 65. Ergo, Hack > Mantis... damagewise at least.
     
 
     
 
 
 
 
Erynne
The Healing nerf was released too early. Supposed to come out after two updates. I just don't understand why they could roll back the changes until the rings get balanced at the same time. Other rings were supposed to improve so that the healing nerf wouldn't matter too much. However, a healing nerf minus the other balances is pure stupidity.

I don't know about the Hack. Must check it for myself.


Naw i just checked, hes right, hack does less damage than mants and slash!!, they seriously messed up with this one, the healing nerfs, i agree were far to early, if they are releasing new rings, then they might as well nerfed rings that we dont use now, maybe like potlid, or something, but they've really unbalanced the entire game out, on RR4 hack does 30+ damage than mantis on RR1 =/
 
 
 
 
     
 
 
     
 
 
 
 
Hack is nerfed?! Oh my...*brushes cobwebs off bump ring*
Quick, take advantage of turtle while it can still heal you! eek
Though I hear it's gonna be made stronger...
 
 
 
     
 
Valheita
When I tested it against a Brain Clam...

I got 90 for Hack, Mantis did 65. And unless my math is wrong... 90 > 65. Ergo, Hack > Mantis... damagewise at least.
When did you test this? Because I just tested it in stone coatl lair and mantis did 85 damage where as hack did 83.

EDIT: Perhaps the damage amounts were so close that the damage was overlapping in certain areas and I just happened to catch a bunch of the high mantisses and low hacks. Either way just the fact that mantis has the POTENTIAL to do more damage than hack is disturbing for me.
 
     
 
maui boy no ka oi
I logged onto zOMG today for the first time in a few days and the first nerf I noticed were bandage and diagnose. Bandage now healing 40 per tick rather than 50. At first I was a bit irritated but soon got over it. Then I noticed that you guys patched the mask safe zone glitch and again was a bit irritated but OK with it since it was a glitch. But now I see that hack does less damage than mantis? That is just not right. Hack uses twice the stamina and has twice the recharge time. Why is it now WEAKER than mantis? Hack has become a near useless ring just like the shark attack ring before it and bump is now the strongest ring in the game (I think). The only explanation that I can think of is that you are doing this to force us to buy powerups to get through the game but I personally am NOT going to buy any powerups until I can play zOMG and actually have fun. I really hope this nerf isn't permanent as it has really thrown off every sweeper strategy I've had due to it being focused around the brute force of hack.
...are they stupid. STOP TRYING TO ******** FIX ZOMG AND START MAKING A CHAPTER 2 ALREADY GAWD GAIA AND I BET NO ONES GONNA EVEN TRY TO PLAY CHAPTER 2 BECAUSE YOU ALREADY FAWKED UP #1
     
~
~

if yew help me ill give chu avi art c:
maui boy no ka oi
Valheita
When I tested it against a Brain Clam...

I got 90 for Hack, Mantis did 65. And unless my math is wrong... 90 > 65. Ergo, Hack > Mantis... damagewise at least.
When did you test this? Because I just tested it in stone coatl lair and mantis did 85 damage where as hack did 83.
This morning in the SS on Hard.

I could get a more exact time and date if you want, but unless they've cycled to servers with buggy code since then... (I was on Buzz Saw)
 
     


Av latta magicka, av molag anyammis

#1 z!F Forum Assistant.
 
     
 
 
 
 
Chocolater2
maui boy no ka oi
I logged onto zOMG today for the first time in a few days and the first nerf I noticed were bandage and diagnose. Bandage now healing 40 per tick rather than 50. At first I was a bit irritated but soon got over it. Then I noticed that you guys patched the mask safe zone glitch and again was a bit irritated but OK with it since it was a glitch. But now I see that hack does less damage than mantis? That is just not right. Hack uses twice the stamina and has twice the recharge time. Why is it now WEAKER than mantis? Hack has become a near useless ring just like the shark attack ring before it and bump is now the strongest ring in the game (I think). The only explanation that I can think of is that you are doing this to force us to buy powerups to get through the game but I personally am NOT going to buy any powerups until I can play zOMG and actually have fun. I really hope this nerf isn't permanent as it has really thrown off every sweeper strategy I've had due to it being focused around the brute force of hack.
...are they stupid. STOP TRYING TO ******** FIX ZOMG AND START MAKING A CHAPTER 2 ALREADY GAWD GAIA AND I BET NO ONES GONNA EVEN TRY TO PLAY CHAPTER 2 BECAUSE YOU ALREADY FAWKED UP #1


you cant start a ch.2 without ch.1 being in d adirection of ch.2, there nerfin n updating so we can b prepared for ch.2, i hear dis here on the forums, but even with this information brought before you, there ruining the balance of the game, making more difficult and in which case, making the stronger rings like moderate rings, ex. hack damage went from superb to strong, that was the strongest ring in the game, and now bumb is!?
 
 
 
 
     
 
Valheita
maui boy no ka oi
Valheita
When I tested it against a Brain Clam...

I got 90 for Hack, Mantis did 65. And unless my math is wrong... 90 > 65. Ergo, Hack > Mantis... damagewise at least.
When did you test this? Because I just tested it in stone coatl lair and mantis did 85 damage where as hack did 83.
This morning in the SS on Hard.

I could get a more exact time and date if you want, but unless they've cycled to servers with buggy code since then... (I was on Buzz Saw)
Still try going into stone coatl lair and fighting there. I first noticed it when fighting the final mask where my RR4 hack did 194 damage and my RR4 mantis did 220. Further fighting revealed that mantis was in fact doing more damage than hack against tiny witch doctors and masks (definitely) and perhaps feathered coatls.

P.S. I was also on buzz saw server.
 
     
If I've ever helped you with a question, problem, etc. click here

I not late. I stay on Hawaiian time.

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Chocolater2
maui boy no ka oi
I logged onto zOMG today for the first time in a few days and the first nerf I noticed were bandage and diagnose. Bandage now healing 40 per tick rather than 50. At first I was a bit irritated but soon got over it. Then I noticed that you guys patched the mask safe zone glitch and again was a bit irritated but OK with it since it was a glitch. But now I see that hack does less damage than mantis? That is just not right. Hack uses twice the stamina and has twice the recharge time. Why is it now WEAKER than mantis? Hack has become a near useless ring just like the shark attack ring before it and bump is now the strongest ring in the game (I think). The only explanation that I can think of is that you are doing this to force us to buy powerups to get through the game but I personally am NOT going to buy any powerups until I can play zOMG and actually have fun. I really hope this nerf isn't permanent as it has really thrown off every sweeper strategy I've had due to it being focused around the brute force of hack.
...are they stupid. STOP TRYING TO ******** FIX ZOMG AND START MAKING A CHAPTER 2 ALREADY GAWD GAIA AND I BET NO ONES GONNA EVEN TRY TO PLAY CHAPTER 2 BECAUSE YOU ALREADY FAWKED UP #1

Are you serious? "stop fixing zOMG?"Do you want to go into chapter two with these bugs? Let the Devs fix what needs to be fixed before they open up another chapter.
     

I apologize for those who had played my tank and got nothing. It is working now; so if you see it glow go for it!
 
     
 
 
 
We gotta remember, each particular ring does not do a set amount of damage. Ex. Consecutive Mantis at CL 7.0 did 95, 84, 103, 37 damage against a sand fluff (37 was the amount of hp left after the other 3 sets of damage)
 
 
 
 
     
 

And everyone pretends to like the fruitcake!
Seriously, who came up with that whack-job tradition?
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