Log in

View Full Version : What have been the biggest nerfs?


solidious77
01-03-2026, 07:57 AM
The last time I really dug into P99 was on the Blue server several years ago after Velious dropped. I'm curious, what are some of the big (or small) nerfs that happened over the last decade? Anything really notable?

Are there any that you really agree or disagree with? Not trying to stir up contention, just healthy conversation :)

Jimjam
01-03-2026, 08:43 AM
Battle bandaging 💪

Tethler
01-03-2026, 10:58 AM
sneak pulling nerf
dot damage ticks in combat log
buff timers

There are more, but i miss those the most

Cecily
01-03-2026, 01:56 PM
First they came for the MAPs and that was fine.

Putrefied Corpse
01-03-2026, 02:27 PM
I once said I'd quit when they nerfed spell sets and here I am over 10 years later.

Keebz
01-03-2026, 03:48 PM
Rooted Dragons
SoulFire clicks are PAL only

Swish
01-03-2026, 10:33 PM
/pet feign was fun... you could have your pet laying down between pulls.

wuanahto
01-04-2026, 01:51 AM
chisel

druidbob
01-04-2026, 12:50 PM
Life tap was a big one imo. Also the item recharge nerfs turned so much raid gear into trash.

solidious77
01-04-2026, 01:24 PM
I remember an invis pull exploit that was good they fixed long ago. If someone used any long cast like Mrylokar's gauntlets, meanwhile someone else casts invis on them just after, by the time the cancel magic lands on target, the rog is invis, and it would only aggro the one mob

Ennewi
01-04-2026, 06:12 PM
Disease Cloud aggro. Bard song and proc aggro. Sneak pulling. Push interrupt.

sammoHung
01-05-2026, 04:06 PM
Push interrupt. Solo Killing a spectral curate in KC 5x before it dies because they have enough mana for 4 C Heals.

kjs86z2
01-05-2026, 04:24 PM
Rooted dragons

Ennewi
01-05-2026, 04:50 PM
Night blindness too. It's pretty close to how I remember it being in classic. No qualms whatsoever.

Vivitron
01-05-2026, 05:39 PM
Disease Cloud aggro. Bard song and proc aggro. Sneak pulling. Push interrupt.

Bard song aggro isn't the biggest impact on the game overall but now that I have a geared bard it's the one I lament the most.

Ennewi
01-05-2026, 06:37 PM
Bard song aggro isn't the biggest impact on the game overall but now that I have a geared bard it's the one I lament the most.

Oh for sure, and in certain situations it's sort of a buff to the class. That said, it's hard to think of another case where one class has been so gutted of its OG design. Monks and sneak pull/push interrupt maybe?

solidious77
01-12-2026, 06:51 PM
Midnight Mallet, puppet strings, and Prayer of Healing have casting time now and crazy buyback costs. I'm sure there are more too. That is a new big change though

Also I see that Holgresh Elder Beads act as a pet now, so necro can't lifetap at will.

solidious77
01-12-2026, 06:51 PM
Prayers of Life*

Danth
01-12-2026, 07:19 PM
Oh for sure, and in certain situations it's sort of a buff to the class. That said, it's hard to think of another case where one class has been so gutted of its OG design. Monks and sneak pull/push interrupt maybe?

I'd gladly sign a petition to restore song (and other spell) aggro to its rightful place but the song target limit that was on "green" early on, instead made permanent.

aaezil
01-13-2026, 03:15 AM
Everything fun a warrior used to be able to do :(

Rygar
01-13-2026, 12:02 PM
Channeling fix that is pending update. Going to wreck chanter solo god status

sammoHung
01-13-2026, 12:07 PM
Channeling fix that is pending update. Going to wreck chanter solo god status

Shaman, too. And Necro. Really, anyone who relies on surviving a few rounds of hits to get casts off and can't kite mobs to create distance in dungeons.

kjs86z2
01-13-2026, 01:41 PM
no more solo gods

Hannibal
01-13-2026, 06:19 PM
I main a druid and the DoT ticks were just awful to see go away. New players don't even get to know the exact damage numbers they're dealing and when. I loved seeing the text scroll by with 5 lines of DoT damage :D It just felt good, I saw NO UPSIDE to their removal. I wish they'd only nerf things that gave issues.

I also miss the colored targeting rings at mobs' feet.

sammoHung
01-14-2026, 10:42 AM
I main a druid and the DoT ticks were just awful to see go away. New players don't even get to know the exact damage numbers they're dealing and when. I loved seeing the text scroll by with 5 lines of DoT damage :D It just felt good, I saw NO UPSIDE to their removal. I wish they'd only nerf things that gave issues.

I also miss the colored targeting rings at mobs' feet.

THe DoT damage would be nice - but to be extremely pedantic --- neither of those were classic. Actually, most of the "nerfs" people listed weren't nerfs as much as devs trying to hit closer to the classic target. Some actual nerfs:

Rooted Dragons
Push Interrupt for mobs
Resistable lifetaps

Rygar
01-14-2026, 01:17 PM
THe DoT damage would be nice - but to be extremely pedantic --- neither of those were classic. Actually, most of the "nerfs" people listed weren't nerfs as much as devs trying to hit closer to the classic target. Some actual nerfs:

Rooted Dragons
Push Interrupt for mobs
Resistable lifetaps

Push to interrupt was never classic on mobs. Even during Luclin we could never interrupt those damn phinny seahorse heals without a well timed bash. On p99 the push values are borked anyways where a single monk pushes mobs across the map.

You are spot on with the other 2. Just unroot and ban trash training / zone pulls. MarioKart ToV pulls were an abomination.

Lifetap nerf seems like the biggest mistake ever. Could have just added a cast time to Ivandyr Hoop and been done with it, along with super high recharge cost. Part of me feels like they maybe wanted that item to be used for solo "save your ass" situations, but when the fix went live and nerfed entire classes spell sets it should have been revised.

sammoHung
01-14-2026, 01:36 PM
Push to interrupt was never classic on mobs. Even during Luclin we could never interrupt those damn phinny seahorse heals without a well timed bash. On p99 the push values are borked anyways where a single monk pushes mobs across the map.


It's been so long I can't remember, but I have foggy memories of fighting mobs in Velious era 25 years ago and the standard operating procedure was to move to the side of the mob when they started casting to push them. You had to push them laterally for it to work, but it didn't work if you pushed them backwards / forwards

Rygar
01-15-2026, 01:14 PM
It's been so long I can't remember, but I have foggy memories of fighting mobs in Velious era 25 years ago and the standard operating procedure was to move to the side of the mob when they started casting to push them. You had to push them laterally for it to work, but it didn't work if you pushed them backwards / forwards

So many unknowns, I don't doubt people believed that but was it true? I recall melee in the side not to interrupt casting, but because we didn't want to push a mob over the tank. I recall doing statue during Luclin/PoP and it was a much longer flight than I was used to. They were corner tanking it and took a very long time, but mob did eventually get on top of tank and there was fear of it flipping during enrage.

auura
01-19-2026, 03:18 PM
Surprised it hasn't been mentioned. Mages pet agro was heavily nerfed to avoid mage armies.

The classic mechanic is that if all a mage does is chain cast pets and buff the pet, the mage never generates agro beyond the initial default agro. So, if that mage resummons a pet and sends it on the mob, the pet will immediately take agro from the mage. Well-timed pet back-offs would allow a mage to chain pets to kill mobs that could summon. Mobs that couldn't summon were much more relaxed fights.

Here, mages build agro simply from their pet doing damage, such that each resummoned pet takes longer and longer to pull agro. This is manageable with earth pet until mobs begin to summon.

It just exacerbates mages' utter obsolescence once Kunark launches.