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. And I'm just throwing this in because I don't wanna make a separate section for it, but improb sphere could be edited as well (another ring that many don't like). It is currently quite effective against ranged enemies but there are not too many ranged-only enemies (mushroom cannons and masks of death and rebirth are the only 2 I can think of ATM) so I think that increasing the effectiveness of improb shouldn't OP it too much.
Will add more suggestions when they arise.