Originally Posted by
shannon11
First of all rumirs main weakness is silence, once you silence them they are dead (except for now since the PA badge just basically f*cks everything). Rangers/Dhans can kil rumirs fairly easily while rumirs can't really do anything vs them. Rumirs are tanks and supports, which is why it requires an assassin to kill them (for me this makes perfect sense game balance wise).
Rumirs do have a lot of damage drop, hp and sustain due to their heals but his is a necessity. I know you have not done any Superior dungeons yet, nor have you grinded in the new map. Let me tell you that the monsters there hit you 50k critical hits while you wear opaniels set/onyx set +15-18, 1k stats title, upg weapon with 70dd, 115+50, chakra rings or rulers +18-20, abs set+18 etc. Now ask yourself how many people in this server have this kind of gear? What are the only things you can do once you hit +50, that's right do sup dungeons (50B xp a dung) or xp in the new map for trans +1/2/5 fragments. You need something like rumirs to keep the party alive. Same goes for killing bosses in sup/inter/new map. You need to darkloop the boss but you HAVE to use loop in order to not get 1 hit by the bosses.
Nerfing loop PVE wise would be a disaster for endgame players, not to mention the consequences in PVP. You haven't seen the damage from Arctic which does 100k crits and 50k invenom and he's still not fully maxed out and hasn't got any trans stats. You need loop to stay the way it's designed, the only thing you can adjust is the amount of healing it does. If you change it the way you want it, it will have very negative effects on both PVP and PVE gameplay.
Now rumir is tanky, a bit too tanky, this is why i reduced their scaling from sequoias favour from 40% to 20%, which is nerfed by 50%. Beside that they HAVE to nerf the PA badge if they want to get balanced game play. This way rumis will have way less HP than they currently do and should be easier to kill. Similar to revive force which had 30 sec duration and 30 sec cooldown, which is now changed to 40 sec duration and 60 sec cooldown (cooldown is literally doubled). These nerfs should be enough to change their tankyness, just please, don't totally change loop...
Rumirs damage isn't that high honestly, they might deal damage on your characters in PA but that's due to 2 reasons, 1. you do not have maxed out damage reduction and with that I mean 70dd upg wep +10dd from +50 and 60% pvp defense from title+rings+opaniel set. 2. Rumirs having 100% PA buff deal increased damage obviously.
To put this in perspective, my noir does have all the damage reducing effects I mentioned above. When facing rumirs in power arena, with ruler arrendal (12k flat magic attack, 500 all stats, 30% dd pen) they crit me about 10k. This is literally f*ck all compared to my 500k hp. Without ruler wep and dd pen they don't deal any damage, like 2-3k maybe.
Putting a cap on crit or any other stat for that matter is a bad idea, people have spend tonns of money reach high critrate and half the server is playing Dhan. putting a cap on it, specially one as low as 50% would enrage a lot of people and even make them quit. Mistakes were made by PWI/YNK but putting a cap on things is punishing players who worked hard for their items/gear, this is not the way to adress this issue.
I agree, this is why I do not want to nerf loop this hard. It's needed PVP and PVE wise to keep it 100% reduction for crit + invenom