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Bansky
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Re: Kiera's Revamp

Wed Dec 13, 2017 1:56 pm

Miyu wrote:
Bansky wrote:
freydom wrote:
Thank you devs for the buff to Kiera! 
Im excited to build my elementalist and try with SW inquisitor now ^^

I dont understand why you guys think RM is a nerf. That drop in CD to me is already very scary buff to an already strong and viable hero in arena. The new knockback with additional damage is straight up more damage output for units that are backed up against the back wall. And it stacks as how some of you guys have mentioned. I feel that the slight drop in Direct Damage isnt as punishing in exchange for the reduction in cool down. Just need to skill overdrive her and the difference is little. 

I don't understand how you think kiera rm is alrrady strong to begin with. Nobody uses her in arena or any kiera for that matter brcause they are extremely disadvantged compared to the rest of the current meta.

Kiera RM is really strong to begin with, think you're meeting people who don't use it because I seen many people use it including myself, and she's extremely strong in keeping my team alive. 
Anyways, thanks for the explanation, I can see why it's a HUGE buff now and the buff nerf is justified. 

Maybe there are still a few kiera users on lower tier arena, but they will never be able to crack even top 50. Its utility just cant compete anymore with top tier arena. And I know this based on experience. I'm one of the pioneers who exploited RM in arena with a high degree of success, but they quickly faded away. And i did really try to make them work even after talents were introduced, but I could barely crack within top 50 after that. I had no choice but to let them retire.
 
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Silmeria
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Re: Kiera's Revamp

Wed Dec 13, 2017 2:07 pm

MiloDinosaur wrote:
Guys, we totally understand some of the concerns and frustrations, especially for long term players.

Some of the mods here have journeyed as long as you guys, and we love the game as much as you do! We will always fight to improve the current status quo so that we can all enjoy the improvements made.

There will always be limitations to what we can do, but we are always speaking up for you guys!

Thank you all for your support! Let's be angry together, but also love the game together! It's been an integral part of us for the entire year after all. <3 to all!


Well, on paper RM revamp is the worst compared to other classes' revamp.

MW got 6 to 4 cooldown.
Warlock got a whoop from 6 to 3 and way better aura.
Elementalist also got 60% more tile burn damage.
While RM only gets 50% more damage which will only deal 1.5-3k damage.

By no means it's not a bad improvement but I feel like she should get something better, since out of 4 Kiera classes, I think only Elementalist and Rune Magus benefit most from Athena faith. Which make her one of the damage dealing caster.
Another 15-30% more damage value would really help her performance and would make her revamp on par with other classes.

I really appreciate your effort, MiloD.
That is why I directed the disappointment to developers. They could've made better balancing patches rather than some units being overpowered while the others are completely unusable.

Thanks for all the reply and effort !
Please help us again in the future and once again Thank you very much.
 
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freydom
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Re: Kiera's Revamp

Wed Dec 13, 2017 2:10 pm

Bansky wrote:
MiloDinosaur wrote:
Also with respect to Kiera RM,

It's actually a significant buff to her. The values were adjusted because she was too powerful. Try it for yourself before making hasty judgment! 

She will devastate teams that do not move! (Please clear their resilience first of course :P)


I think i will have to strongly disagree with this assertion. I have been an RM user for a considerable amount of time in arena, all the way from zedd to ronan then kiera after the revamp, and I can say with confidence that kiera rm cannot do any significant damage with the current meta.

First off, kiera rm has the weakest stat in terms of magic compared to the rest of the class. Its really hard to pump up its magic. I have been very successful with using RM in arena all the way until talents were introduced. My combo of ronan plus zedd, then kiera was a force to reckon with almost up until the time talents appeared.  Ans just my observstion, ifelt the resistance to knockback was way over 30%, I think on average 50% is a closer figure. Talent system just crippled the RM's effectivity in arena.

Even aftet the initial revamp of kiera, I still tried to persevere with using RMs, sadly the damage output was considerably low fighting against top tier tanks, that was even before insignias were even introduced.

Overall, i believe RM needs a complete retooling of the skill.  Most meta these days have at least 4cd or less. Having 5cd means you will face a stumbling block of zoey MW. A mystic that is not able to cast a skill is just a waste of spot in the squad.  So it would only be very reasonable, that a 5cd skill for a mystic should and must have a devastating effect.

To say Kiera RM isnt useful in arena, is quite an everglades bias. Besides, to be focused on how Zoey MW will just counter everything with 4/5CD and above and not consider options to nullify/counter,  that is quite surprising coming from a highly rank Everglades veteran. In this game, there are always options to counter each formation isnt it. Just like how so many have claimed 4 cass to be a problem. Sure its a challenge but it can be overcome if we just think out of the box. Every team have its own weakness and strength.  RM has good persistent aura, and obviously will only fit into teams that bring out the best of her aura and her active skill utility. If not in Everglades, at least on other mature servers, I do see players using her in top arena ranks in the past month or 2. 
 
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Bansky
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Re: Kiera's Revamp

Wed Dec 13, 2017 2:25 pm

freydom wrote:
Bansky wrote:
MiloDinosaur wrote:
Also with respect to Kiera RM,

It's actually a significant buff to her. The values were adjusted because she was too powerful. Try it for yourself before making hasty judgment! 

She will devastate teams that do not move! (Please clear their resilience first of course :P)


I think i will have to strongly disagree with this assertion. I have been an RM user for a considerable amount of time in arena, all the way from zedd to ronan then kiera after the revamp, and I can say with confidence that kiera rm cannot do any significant damage with the current meta.

First off, kiera rm has the weakest stat in terms of magic compared to the rest of the class. Its really hard to pump up its magic. I have been very successful with using RM in arena all the way until talents were introduced. My combo of ronan plus zedd, then kiera was a force to reckon with almost up until the time talents appeared.  Ans just my observstion, ifelt the resistance to knockback was way over 30%, I think on average 50% is a closer figure. Talent system just crippled the RM's effectivity in arena.

Even aftet the initial revamp of kiera, I still tried to persevere with using RMs, sadly the damage output was considerably low fighting against top tier tanks, that was even before insignias were even introduced.

Overall, i believe RM needs a complete retooling of the skill.  Most meta these days have at least 4cd or less. Having 5cd means you will face a stumbling block of zoey MW. A mystic that is not able to cast a skill is just a waste of spot in the squad.  So it would only be very reasonable, that a 5cd skill for a mystic should and must have a devastating effect.

To say Kiera RM isnt useful in arena, is quite an everglades bias. Besides, to be focused on how Zoey MW will just counter everything with 4/5CD and above and not consider options to nullify/counter,  that is quite surprising coming from a highly rank Everglades veteran. In this game, there are always options to counter each formation isnt it. Just like how so many have claimed 4 cass to be a problem. Sure its a challenge but it can be overcome if we just think out of the box. Every team have its own weakness and strength.  RM has good persistent aura, and obviously will only fit into teams that bring out the best of her aura and her active skill utility. If not in Everglades, at least on other mature servers, I do see players using her in top arena ranks in the past month or 2. 

I do agree with you to a certain point, there is still a slight chance to make her work in arena even at top tier. It's just that her improvement is considerably weak compared to the rest of Kiera paths. Also there sure are ways to counter zoey mw, the most effective being taegen mw and rheagar mb, but by doing so, it limits the freedom you have on building whatever type of squad you wish to create.

As for MiloD.

Don't worry, we do appreciate your team's effort, but we still do enjoy to rant here just to let off some steam.
 
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Sn1v33
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Re: Kiera's Revamp

Wed Dec 13, 2017 3:48 pm

I do agree with everyone that Kiera RM had the weakest buff overall, but she is the most reliable out of her other jobs before revamp. Furthermore, I never considered my Kiera RM as my primary damage dealer because she can't fulfill that role effectively. I would've picked the elementalist route if I wanted her to do the damage. 

What I use my Kiera for is her aura, which is really useful especially when my Taegen is pumped with ATK and MAG tps and no room for DEF. While my Taegen is by no means tanky, he can survive a hit or two from a ranger, at the very least. Also, the knockback from her skill prevents guardian teams from stalling out turns on the center tiles. The damage is relevant when against rangers but rangers can't take a hit, anyway so I see the damage as a bonus on my end.
 
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Sn1v33
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Re: Kiera's Revamp

Wed Dec 13, 2017 4:56 pm

Can I make a suggestion regarding Kiera RM? Can we make the immediate damage scale from 90-130% and the knockback bonus damage instances from 10-50%?  Having the skill overdrive gives Kiera a massive boost in damage. Not only will she be tanky, she will be an incredible damage dealer with the aura together with the damage boost she will receive. This won't affect lower tiers because they shouldn't have the talent up for Kiera RM yet but for the higher tiers, I think Kiera RM will be a hero that can punch holes against a whole formation.

This doesn't eclipse Zoey Ele, which is a premium unit. Aside from Zoey dealing more damage, she has a disable while Kiera RM only knocks back which is only really desirable over a debuff when you want to push somebody out of the center tile. What I mean is a particular Zoey still performs the job more consistently but Kiera RM could now offer something different from her, albeit on very specific situations.
 
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Xinhuan
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Re: Kiera's Revamp

Wed Dec 13, 2017 6:10 pm

I don't really see a problem. RM Kiera was the best path out of all 4, so it is expected RM receives the smallest buffs. The other 3 were not great so it is expected those 3 paths receive bigger buffs.
 
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MiloDinosaur
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Re: Kiera's Revamp

Wed Dec 13, 2017 6:55 pm

Bansky wrote:
MiloDinosaur wrote:
Also with respect to Kiera RM,

It's actually a significant buff to her. The values were adjusted because she was too powerful. Try it for yourself before making hasty judgment! 

She will devastate teams that do not move! (Please clear their resilience first of course :P)


I think i will have to strongly disagree with this assertion. I have been an RM user for a considerable amount of time in arena, all the way from zedd to ronan then kiera after the revamp, and I can say with confidence that kiera rm cannot do any significant damage with the current meta.

First off, kiera rm has the weakest stat in terms of magic compared to the rest of the class. Its really hard to pump up its magic. I have been very successful with using RM in arena all the way until talents were introduced. My combo of ronan plus zedd, then kiera was a force to reckon with almost up until the time talents appeared.  Ans just my observstion, ifelt the resistance to knockback was way over 30%, I think on average 50% is a closer figure. Talent system just crippled the RM's effectivity in arena.

Even aftet the initial revamp of kiera, I still tried to persevere with using RMs, sadly the damage output was considerably low fighting against top tier tanks, that was even before insignias were even introduced.

Overall, i believe RM needs a complete retooling of the skill.  Most meta these days have at least 4cd or less. Having 5cd means you will face a stumbling block of zoey MW. A mystic that is not able to cast a skill is just a waste of spot in the squad.  So it would only be very reasonable, that a 5cd skill for a mystic should and must have a devastating effect.

Which is precisely my point: At 5CD, it really does have a devastating effect because it either kills everything in place, or it stops them (tanks) from gaining the points that they require. Either way, she does work efficiently whenever able to cast skills. Also, granted I'm not a top arena player but we shouldn't just pit every mystic against Zoey MW right? If not all new and upcoming heroes should have 4turn CD.

Also, thank you for appreciating us, but from our end we know the Devs really put in the long hours for the game. They really try to take time out to pay attention to what the community requests for! 

Also, while we really want to always push for what the community asks for, there are lines we do not cross as well, so we apologize in advance when some requests simply do not get delivered.
 
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YayuSheng
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Re: Kiera's Revamp

Wed Dec 13, 2017 7:24 pm

Satsuki wrote:
Here are the changes prepared for Kiera for the 14th December! 

Kiera Mindwarder
Active skill (Improved from previous 3x3 AOE)
40% Skill Delay for 1 Turn (ALL) (Changed from 3x3 50% to 1 turn Skill Delay)
Fires 4 missiles, dealing 100-130% of MAG. (Changed from 3x3 130-160% of MAG)
Each Missile will 100% Skill Delay for 1 turn. (Changed from 3x3 2 turn skill delay)
CD: 4  (reduced from 6)

Passive skill (Improved Chance)
Passive Trigger Rate increased from 35% to 40% for 1 turn Skill Delay

Kiera Rune Magus
Active skill (Upgraded Knockback to Knockback 2.0)
Direct Damage 100-130% MAG to all (Changed from 150% of MAG to all)
Added Knockback 50% of MAG for 2 tiles if unit cannot be knocked back (ALL) (From regular knockback)
CD: 5  (reduced from 6)

Kiera Elementalist
Active skill (Improved burning ground damage output)
Direct Damage 60-150% of MAG (3x3) (Changed from Direct Damage 150-180% of MAG (3x3))
Burn ground for 160% of MAG for 2 Turns (3x3) [Change from Burn ground for 100% of MAG for 2 turns (AOE)]
75% chance to stun enemies for 1 turn (3x3) [Change from 50% chance to stun enemies for 1 turn (3x3)]
CD: 5  (reduced from 6)

Passive skill (Added Persistent)
Added : Buff DEF 5% based of MAG(ALL) 

Kiera Warlock
Active skill (Significantly improved cooldown)
Direct Damage reduced from 150-180% to 60-120%
Team leech increased from 15% to 20%
Confuse turns increased from 1 to 2
CD: 3  (reduced from 6)

Passive skill (Added additional effect)
Added Confuse for 2 turns when this hero gets hit

That's more like it ;), i'm glad u guys heard us, especially in term of cd, but still nobody perfect & yet those revamp seems legit to be able to give it a try in arena ;) 
 
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Bansky
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Re: Kiera's Revamp

Wed Dec 13, 2017 9:29 pm

I'm just basing my assessment firstly on my experience, and second based on strong empiric evidence, which is the absence of Kiera in arena, at least in the top 50 in Everglades.  There is no more need to overanalyze it.  This data alone is sufficient enough to tell the strength of each character in arena.  The gaming structure still follows the rule of survival of the fittest, the weak will eventually whither out.

So, it remains to be seen if whether with this new revamp, we can see a Kiera comback, and among the four, I sense Kiera elem and Kiera MW has the better potential of making a comeback.  I would most probably not be utilizing Kiera in arena, but I welcome it very much if I can see more players in the top 50 utilizing her.