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Nezha Rework so far


Sasuda
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I'll move through abilities and go over good and then bad in the spoiler. Been testing things out.

The problems with the current Nezha

Spoiler

Lots to get into with Warding Halo, it's a mixed bag:
So the scaling of Halo's health is quite significant which is Halo's primary (only) upgrade, but because it relies on being damaged by enemies it's pretty unreliable. Sometimes it gets 10x more health other times even in a swarm it gets nothing (partly due to Nezha's own CC). That makes it much stronger on builds that weren't oriented to Halo solely to it but nerfs the builds that were built to push Halo's limits. Even committing to the Halo and Umbral mods and Health Conversion still results in being one-shot at mid-high levels and most notably actually leaves Nezha with less room for recovery now. This will be a recurring issue as we go through.
On Warding Halo this comes out of 2 elements, 1st the simple fact 90% of Damage reduction means you're always vulnerable vs 100 being able to provide an instant barrier for last minute saves. 2nd Blazing Chakram has no burst heal and relies on high numbers of kills instead of specific targeting and taking out of an enemy. So when you need to rebuild health quickly there's no longer a good opportunity because you have to manage Nezha's health and his Halo together. It was pretty much a built in synergy that was only lacking because of Nezha's low base health and meh armor. Now he's got the health (still kinda meh for armor without Health Conversion) so he could have actually taken advantage but now he only has 90% reduction and no Burst heal he can't use it that at all. He's left with the obvious, forced synergy of Spamming Chakram for health, but because it's orbs he can't really catch up. These 2 are the biggest nerfs to recovery, Nezha cannot recover from sticky situations very well at all. So the good part is survivability comes a little simpler, but it's also the bad part and more boring to mod since you just use what you use on every frame and it cannot specialize as well.

Along with that some of my biggest concerns indeed became reality. Nezha can get a decent amount of health but he's not overall more survivable than before in a specialized build. So the build variety has become noticeably more standard. Nezha no longer has polarized builds that are viable. There's not much point specializing since you'll pretty much always perform best with the most generic generalized build.
When Halo runs out I find I'm absolutely just as vulnerable as the previous version and in some builds and situations, the hardest ones, far, far more vulnerable. This is part because of how Health conversion works, you're far more often in a state of 2 charges of Health Conversions active vs. before I could have 3 charges ready for when Halo was about to fall, the only issue before was the rarity of health orbs without very specific specializations. The other part is again the lack of burst heal for recovery options you'll need to have spammed for orbs. If a Nullifyer is nearby you have almost no options beyond having a specialty anti-nullifyer weapon build, and if there's an energy drain nearby, you're dead. Blazing Chakram has no way of hitting enough targets to even chance getting enough health, and Warding Halo disappears on entry to a nullifyer and costs way too much energy for what it does.
This impacts his augments the most. Safeguard is kinda junk now, particularly on sentinels.  This and Warding Halo's end leaves no chance of retaining the damage reduction which it claimed to have, the flame burst is also unreliable.


So Firewalker now costs very little to use and put up, but also is a lot less useful for CC since it requires more attention and due to spamming Chakram you're majorly reduced in your freedom of mobility and movement. Pyroclastic Flow is heavily nerfed. You have very limitied damage potential and you cannot see how much damage you've built up! The CC has been heavily hindered by Nezha's need to find Chakram targets now driving Nezha rather than Nezha traveling in patterns for CC and damage. 30 Seconds is also remarkably short. Pyroclastic & Firewalker specializations are much worse I find. The limiters here also have greatly reduced Nezha's recovery, he no longer can apply CC before Warding Halo runs out since he's too driven by Chakram for having Health readily available. The ability no longer has any convenience in timing especially Pyroclastic Flow. It can't be emergency CC Damage to give a moment of breathing room.


Blazing Chakram has major damage improvements which is fantastic, the energy orb drops are also an element I've been requesting in some form or another for a while and they are greatly appreciated. But the Health orbs are immensely worse than burst healing. Health Conversion is not worth the loss of burst healing and equilibrium is redundant for energy and insufficient for health partly since energy orb drops seem much less common than the Health. Although Nezha never needs the energy at all while Firewalker doesn't drain to begin with. It also takes up too much build room for all of the health, energy and armor mods necessary so you nerver can take much advatage of any of the mods since Nezha is much more mod hungry with 90% reduction.
In addition Healing teammates has become even less reliable since Safeguard isn't effective for providing opportunity to heal and orbs simply don't give enough. Healing sentinels also is not effective at all. Picking up health orbs also drives Nezha and hurts Firewalker CC and play-ability quite a bit. The element I dislike most is how these things make Blazing Chakram drive Nezha around now rather than Nezha's free flow of movement and the player is forced to use Blazing Chakram rather than Blazing Chakram simply being useful enough to be worthwhile. Blazing Chakram did easily get the most improvement, but the rework focused too much on it and overcompensated to try to make it useful


Divine Spears is basically the same, it's still alright but it could've used some more tweaks to be great. This is the other reason Firewalker is no longer worth building into. It prevents Firewalker from working, and gives the CC Firewalker used to be much more capable of. Range builds have replaced building for duration so Firewalker is there but focusing on Divine Spears is usually more effective except for how it interacts with Ancient Healers. The second cast still exists and is still unfortunately momentum halting and slow. Unfortunately prevents Halo from Scaling as well.


So to fix I say:
Firewalker

  • Is Channeled but much reduced energy drain. Orbs from Chakram will give good use for the Chakram, the energy recovery simply being applied while draining is also an option 
  • Animation changed from a hop to a sliding animation accelerating Nezha, this makes way more sense than the hop to begin with. 
  • Benefits from range mods allowing for a slightly more width but doesn't become reduced below default width by negative range
  • Pyroclasic Flow now:
    • Can retain 10% of damage by being cast before it runs out
    • Lasts for 15 seconds at base
    • Range is affected as Firewalker is, also allowing for a longer trail
       

Blazing Chakram

  • Retains orb drop functions with either
    • An additional burst heal with a range of at least 25m at base and slightly lower chance of Health orbs like 25%  
    • Or Health and Energy orbs are multiplied by # of enemies hit so the last enemy hit drops like 5
  • Teleport retains momentum
  • Disc has a tracker akin to the tracker used on enemies in Archwing, and on waypoints allies use
  • Hovers for a second at furthest point on charged throw allowing a chance to teleport creatively
  • Passes though Nullifyer bubbles but does no damage on charged throw, for an emergency escape/reposition teleport
  • Restored Explosion with firewalker, still doesn't cancel Firewalker.
     

Warding Halo uses Crixus044's suggestion of having an initial 90% damage reduction while building Halo and after a moddable ?5 second? dunno. Duration, The Halo finishes building and becomes a health based Halo with 100% reduction until it explodes on destruction maybe only with Firewalker active and leaves 2 seconds of invulnerability to recast. It leaves a ton of variety of ways to build and Leaves room for a good variety of strategies as well all while being well balanced. And actually offering protection both unique and as effective as other frames. Very nice hybrid between old and new. Additionally:

  • Radius on stun could be increased to 2.5-3m on default
  • Radius cannot go below 1.5m


Divine Spears

  • Pins enemies to ground/allows fire to travel up spears from ground so Firewalker and PryoClasic Flow can apply damage to targets.
  • 2nd Cast animation  doesn't interrupt movement, perhaps is represented through a set of 4 mini-spears dropping around Nezha so it doesn't interfere with his movement at all.
  • To allow Halo to scale properly instead of hindering Damage dealt to enemies afflicted by Divine Spears from abilities contributes to Halo health. This also allows players to be in control of Halo health instead of players being dictated by enemy damage.
  • Range cannot go below 15m
  • Default range increased to 25m
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