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Aethyriel

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Everything posted by Aethyriel

  1. game runs like complete garbage since update. I mean, even more garbage than before. 20 FPS in Ops, stuttering across the fleet on a machine that easily runs other mmos. Which I'm gonna play instead. Maybe hire some capable programmers when you want to do something like that. Sapped the last ounce of hope I had for the game.
  2. Changes like these would see a lot of credits go out the game at lightning speed. I know I'd buy a couple of Kanoth wings for other chars even at the cost of billions per wings. 5k credits to quick travel though will just make me not notice it. Honestly, if these changes came live and nobody told me, I wouldn't have noticed. And the credits you gain from H2 or whatever you need ports for is so pathetic, it doesn't matter whether this generated credits or not. The main issue is with the basic economic model - you want to earn money with CC, so you will never implement anything worthwhile for credits. For example: Dyes are one time use items with a rather low CC cost - you could sell those for credits instead and people would buy them like crazy I'd wager. But that would affect your real money income. So, you put pathetic charges on comfort stuff which I believe will drive new players away when they can't afford this stuff. I remember Wildstar died back in the day because repair costs were too high and you had to grind too much just to be able to play the game. If you drastically reduce the credit income for stuff casuals do, then you're not combating inflation. Those people can't pay the absurd prices anyway and they're not the ones people want to sell to. You sell your stuff to the guy with 100 black&black modules on bank and credit cap on 30 characters. the game simply offers nothing you can sink credits into that is worth sinking credits into and if you make baseline comfort too expensive, then poor players suffer. Imagine doing this in the real world: increase gas prices by 50%. Who gets hurt? Billionaires or minimum wage workers? You're creating a balancing act on the backs of the poor who will struggle to stay afloat while us players with billions of credits won't care. Just calculate how many quick travels I'd need to spend 1 billion. And then consider I spend 1 billion just for the 25th or so outfit slot for some character I sometimes play.
  3. You just make the game less accessible to casual players (especially F2P and pref. status) while the players with a credit abundancy will not just lower the prices of CM items or the like because fewer people can afford them. They'll just sell it to those who earn money through the GTN because that is where the credits are and get shared. You simply missed all opportunities to combat inflation and as long as you don't fight bots and the super cheap credit sellers, the credits will still be generated and bought. You just pump real money into the black market. If you want constant credit sinks then maybe let players trade credits for CM items (like a separate market / vendor with a changing selection asking high prices). This way, the credits leave the economy instead of getting shuffled around between players who sell a style set for billions on the fleet. Or allow players to buy weekly EXP boni (like double EXP) - I know I would gladly pay a billion or so to have that when deciding to level another toon. just sell playing comfort that doesn't really impact anything important - it's just fluff anyway.
  4. Re-reading my previous comment on the actual feedback thread that was deleted and there just isn't any 'profanity' in it for you to warrant issuing warnings. Then again, I see over half the replies have been deleted in that thread anyway - mostly negative ones I'd wager. So, apparently you again don't want solutions, you just want the illusion of a discourse. Your changes are bad though. They hurt infinitely more people than they help the economy - because they don't fix anything. The credits exploits you try to pretend never happened cannot be undone. we have super billionaires just inflating everything because why would I sell a mats for thousands if I can get millions? Now you increase the cost for convenience and playing the game (repairs) and guess what? I'll increase my prices to get the money back as most people will. But you'll implement them 100% as they are now because you don't care.
  5. But that's not what's causing inflation and it's not gonna make it worse if a few players gain more coins on some servers. That is such a minority of the player base who'd do that, it's not even worth thinking about. the cartel packs were just frustrating because they only rewarded crap I didn't want and then also couldn't even sell for anything worthwhile. So that change has intentions that don't work out and lessens the rewards to an absurdly low degree. This was by far the least exciting season. No. I don't like any of them. They're pointless. I already have many lv 50 comps, I don't need more comps. I'd rather have new stories during the season with classic comps or major characters that I know who'd join - like Malora perhaps or Thana Vesh, Jaxo, Watcher 2 (or X) - or simply other characters per origin story that were kinda big from 1-50 and then got shelved. Not some droid with a crap story about gambling I couldn't care less about if I tried. Or the weird dude with the weird organization and the anteater dude. All pointless. Maybe then yopur original choices could have some impact (e.g. Watcher X or Thana Vesh might be dead). there are so many interesting character we could get to see again, instead we got some random dudes with no ties to anything at all and a bland uninspired story with not so pretty skins.
  6. https://parsely.io/parser/operation-stats/all/8/MM/dps/live/ dummies don't fight back. Dummies don't have mechanics. There's just one dummy, no switching, no downtime. You can take any talent you want w/o considering utility. You can take things like extra rage on Ravage which in a raid you'd neve ever do because predation is always better. Obviously these stats are skewed as well due to Vengeance for example gaining massive fluff dps when they play cut to pieces and nobody else does any ae dps. But it's a much better indicator of what is actually being played and how effectively it's being played in the hardest content. Ofc you can still argue that this or that specific spec is used exclusively on some bosses and performs much better but it doesn't take a statistics degree to see that e.g. Merc heal is vastly outperforming both other healers by a large margin being played more than twice as often as the other two combined while operatives don't even see half the play of sorc healers which were out of favour 2 patches ago where everybody played operative due to kolto inject being so broken.
  7. Anni Marauder was one of the most fun specs with a smooth prio system and resource management. Now it's a spec with a rigid rotation heavily dependant on RNG from 2 talents and an implant just to make it barely work when you have zero downtime on a target where you also can't sensibly use all your abilities because using anything but a rage spender anywhere after the initial two spots after Rend results in everything being delayed and a dps loss. You literally waste tons of rage generation into nothing using BA anywhere sub 10 rage because you have a snowball's chance in hell to gain enough Fury to make Draining Center work. This is the least fun I have ever had in all my time in swtor. Still perfectly fine utility wise and all in ops but by god, this is atrocious to play and I'm not gonna do it. You took away all the dynamics of the specs and stupefied it in such a tunnel vision style of play. We now have even more absurd amounts of healing and if you're willing to give up another 1-2k DPS or whatever, you can gain even more healing on your melee DPS while simplifying the rotation to just being able to press anything at any time. I don't understand why the devs favour this rigid RNG bullcrap (where sometimes the best DPS option is to apply a dot again you have JUST refreshed with the CD prior due to how rage and fury interact now) over the fun and engaging rotation you destroyed for no good reason whatsoever. The burst option is still the top DPS option btw which was something you were super whiny about. So, good job seeing that through... could've just nerfed it to twice the dmg instead of 4 times the damage, buffed Blood Fury dmg and just left everything else alone and it would've been perfectly fine, but no - had to ruin another fun spec.
  8. of course they haven't changed anything. They don't give a crap about feedback. They have not considered any feedback when they nerfed Lightning, Deception and Concealment into oblivion instead of buffing those specs (or just leaving them alone like Lightning). They didn't give a crap about a burst option being top DPS choice for Madness either. They didn't care about nerfing Virulence below the level of Engineering despite it having lower AOE DPS and less burst. their entire balancing patches are an absolute joke and it seems like a showcase of their incompetence trying to figure out who can make the most absurdly stupid changes among the 3 remaining devs instead of actually trying to make the game better. And they're not answering the question because if they actually took a stance and made objective criteria for their nonsense, they know it would never hold up to even the slightest scrutiny. Even if we ignore the performance factor, what they also ruin is the fun factor. they wanted to 'fix' the Annihilation Marauder rotation and what they ended up doing is making it reliant on random dot crits ot taking damage to get enough Fury stacks whereas beforehand you had a perfectly fine rotation where if they wanted to nerf the DPS - they could have just nerfed damage instead of ruining a fun rotation and replacing it with random bs. I could have lived with the nerf despite it being extremely stupid but ruining the way the class actually plays and making it a button mashing idiot class is just disappointing beyond belief. If it wasn't for a group of guys I like playing with I would've trashed the game right now. Every patch they make it less and less fun and you're limited to fewer specs that are actually efficient and/or enjoyable to play.
  9. when was that different and particularly, when did you have so little time for the check that burst specs outperformed dot specs by such a large margin that it ever justified lagging behind in overall DPS so heavily? There are just far too few checks like these in game for the devs to be this obsessed with keeping direct damage specs way below damage over time specs - who also almost always have much better AOE capabilities as well and self-healing. It is just senseless to attach so much weight to 'burst' in a game that doesn't ask for it. Ever.
  10. and where exactly do the aforementioned classes excel (or rather their specs)? There are a few specs that are clearly better for about 90% of the content (some of where it doesn't matter at all e.g. nobody cares about DPS on Nefra or does not matter as much). But just because you can also kill bosses with suboptimal setups does not magically make specs that make up those setups 'viable' in the same sense as classes you would bring when given the option to do so. Absolutely, but the reality is that some classes are just a straight up handicap and there's no denying that hence the example with the crappy setup for one boss. You're not doing your group any favours playing a whole lot of specs on most bosses. They might be able and willing to compensate or be satisfied with 'good enough' and that's fine but you're still worse off every time. is the answer to why those other classes were named. But why would you play Deception over Hatred, Arsenal over IO, Ling over Madness, Concealment over Lethality? the non-existent burst checks for the classes that don't actually have that much more burst over some 10 seconds or so (which would basically be pursuer droid which is the only real burst check I can think of that's this short)? You might consider it for armor break perhaps but then the argument would become why you don't bring a class that provides that and is better or why you don't play a setup that makes it rather redundant to have anyway and be better off in both cases. Long story short / the point is: some classes and specs simply suck compared to others some 95% of the time. And when the encounters actually have tight dps checks or require good defences or support abilities, some classes suck even more. It's especially a problem when a well played bad spec still underperforms against a badly played good spec.
  11. but you're obviously having a much easier time with a 3 PT 1 Marauder setup on brontes than running a group of Deception Sin, Concealment op, Ling Sorc and MM Sniper nvm the tank or heal setup.
  12. There's nothing new / no changes have been made. The way the changes were challenged by the players were handled in one of the most inept ways I have ever seen in my 10+ years of suffering errors from devs who fail the players by being too proud to admit mistakes and then ruin their game as a consequence. what we know for certain is that the devs will stick to their plan as awful as it is and the purpose of the PTS is really not about the balancing but the new area and pvp and finding and fixing bugs (well, trying to fix bugs). Nim raid groups are quitting one after another because there's nothing to do and because only a so few specs are playable reasonably in nim, no new players join the ranks. So, why even waste time balancing classes for content nobody plays? Anyone who wants to enjoy raiding will just play the new WoW expansion or FF XIV instead of doing the new daily area for 3 weeks before you have maxed out the reputation and never visit again.
  13. Never, because that would actually be a super useful change and apparently, we can't have that in swtor. Just like we can't have that + seeing remaining seconds on the icons like we do in our ability bar. You know, like the barebones version of every UI in every mmorpg out there...
  14. But that creates the same problem all over again - that only one class or one spec provides something so important that you virtually can't do without (meaning, you make it SO much harder on yourself not utilizing certain classes / specs). Some classes just bring nothing but DPS to raids (deception, ling, concealment for example) or bring utility but another spec you can switch to on that class has the same utility just even more on top (like Anni > Fury/Carnage due to heals, Vengeance > Rage due to spread, Madness > Ling due to self-heal /w more DPS even). This makes hierarchies quite clear. And it's just so infuriatingly moronic that the devs do not approach balancing from that POV but are just hard stuck on their idea that groups will totally want to bring burst specs or ranged specs despite the DPS because of range or burst. But that's true for about 3 encounters or so and it's 1-2 spots really at most even there where this even begins to make sense. As long as devs believe that burst or range is a utility, some classes will never be good. As long as devs believe that reducing incoming dmg is not important, some classes (e.g. Assassins, Operatives) will simply suffer being 2nd choices behind classes doing the same thing just with less dmg taken and more utility provided.
  15. Correct - but the unparalleled utility is still the issue. A DPS should not just do some 10k+ HPS without giving anything up. At least not while no other DPS provides a similar group utility (e.g. a dmg reduction for the group, maybe a group wide shield or something). But the goal should be to balance classes in a way that every class is useful. We are far far far removed from that goal. And the current Marauder changes do not address the issues in the slightest. The rotation was fun - the new rotation is not fun, it's build around random crit luck to gain stacks for a proper rotation. That is objectively speaking utter nonsense in terms of design. Does it make any of the other classes perform better? People gonna play Deception sins and concealment sabos now? Are the other Marauder specs themselves now a more balanced choice? No. Because despite the devs insistence to highly value 'burst', it is almost never needed anywhere or in a capacity where the dot classes could not perform the task all the same just fine. At least, there is dramatically more drawback to lose DPS compared to burst damage - especially since the only really short DPS check I can think of might be pursuer droid in Dxun boss 2 and I don't see dot classes failing that check, even with 4 dot classes even if perhaps some would take something like shock finisher or burst tactical on viru to make up for a lack of burst. But who the hell do the current changes actually help? You nerf Anni burst pointlessly, ruin the rotation, nerf the DPS and leave it with the stupid healing it has. You nerf Fury despite its idiotic Obliterate mechanic hampering it heavily and you have not fixed the inflexible and convoluted Carnage rotation because of the really dumb insistence of the devs to either make massacre cost more or less rage. Apparently, those are the only 2 options they could come up with. The pool of viable classes certainly shrinks further with these changes and that's never a good thing. And the few actually viable classes just get nerfed and will then be played with a really dumb rotation just providing less for the group for no reason whatsoever.
  16. it's not a hybrid spec, it's a burst spec. Always was, always will be. There is no such thing as a hybrid spec in game except maybe Anni which serves as some heal option for the group. Stop pretending this is a thing. Actually, this is yet another change which makes it less important whether or not you can manage your Fury (more generally: Your class resources) correctly and then profit from using your abilities at the right time for a DPS increase. All your changes recently hint towards the goal being rotations where you basically just smash your head against the keyboard and then win. because apparently we really can't have Chris the Casual SM raider be upset cause his randomn pushing of buttons doesn't result in the same DPS as those of people who actually try. Btw - while this changes make your previous statement true to some extent, the fact you'd still skill the critically mod makes this nonsensical again, because due to the Critically mod, you will have a fixed set of skills you want to profit from the crit buff and you'll thus use them after Berserk. So, no, quite obviously to anyone who has bothered to read skill descriptions, this changes nothing in the way choices are being made. Except you're nerfing Carnage heavily and also not considering that your weird rotation suffers immensely when it's interrupted. You're also nerfing Anni to below the level of quite a few burst specs DPS wise, so you'll nerf Fury by 5k DPS and Carnage by 4k DPS to make Anni stand above the, yes? Or does it suddenly not matter anymore whether something is burst or dot when considering sustained DPS (nvm the melee part) because all parses available to the players - you know, the things that actually happen and aren't simulated with numbers - don't show Anni above those specs now DPS wise and won't either after the nerfs. Do you need balancing for the difficulty as presented by Vet or Story mode? No. So, why would that input matter? You can clear SM Ops with 3 players if you want to. Clear most HC ones that don't specifically require 8 people for mechanics with fewer people as well. That's not content that needs balancing.
  17. because the other DPS carry them when DPS actually matters. Also, you're just strictly making the fight more difficult for everyone involved. Sure, I killed Brontes with Assassins in the group before or Arsenal mercs or what have you - but fact is, had they been PTs or Marauders or specced IO, we would have had a much easier time (especially the healers trying to keep that Sin alive). Those who post there actually care about performance and thus post. You can also assume that those who care usually perform better than those that don't. I know of guilds that play really well and never post as well but I also know the setup they're running and I know that they simply would not take certain classes to certain (in some cases all) bosses unless they just want to carry someone on a crappy character to something like Wings. Majority of players don't even play nim or they get ragged through by more competent players playing those appropriate classes to make it happen for you. You can make fights a lot easier or a lot harder depending on the classes you bring and the difference is insane at times. Except Fury, Carnage or Rage which are pure burst specs and now out do Anni in both Burst and DPS (by quite some margin in the case of Fury). You can also look at other dot specs like Pyro or lethality and explain to me how their burst is worse. Because it isn't. And you can say the same about vengeance with hard hitting abilities or even hatred with Leeching / Assassinate / Death Field one after another with eradicate ticking like crazy - especially sub 30%. If you want to make the argument that dot specs should not be bursty, then explosive fuel has to go, leeching strike/Assasinate have to go and a bunch of other abilities have to go as well. If more burst potential is supposed to mean less DPS, then why is Fury getting a DPS buff after being top DPS already (if you can properly utilize Obliterate)? Which brings us back to They gave crappy reasoning and got an appropriate response. One of their answers was literally 'we know this ability [Force Fracture] sucks and is pointless but you know, more burst if you like' - except it does not even do more burst. The devs have shown time and time again they do not know how their own game works. Look at all previous class changes and then look at how that was reflected in players choices - even less Deception Assassins than ever before because they never addressed the issue with the class and nerfed DPS that was totally fine and ruined any hops of a smooth rotation with absurd random factors, then they buff the top DPS spec which also offers burst that nobody plays because Anni has OP heals and then they nerf Anni DPS because the healing is too much. They claim dot specs should be about dots but for how many years (especially during meteor brawler) was the top spec a dot spec (pyro) centered around a short burst window? They also turned Madness into a spec that now does more DPS as a dot spec using a burst mod (shock finishing your dots) than it does doing anything else. But that same thing is somehow a problem now on another class? Every change that has been made since 7.0 was virtually the complete opposite of what was needed and instead of making more classes viable for endgame content, they reduced the number of viable classes even further. It's just doing a very bad job balancing the game. If you look at the aforementioned stats in all nim ops, browse through all ops and look at the stats to see who does top dps - it's never Anni. Anni is played for heals and they nerf DPS. This is simply stupid. The game would be more balanced immediately if you removed the grp healing capabilities of Annis and leave them with only self heal that most dot classes have already and let them have the dmg that is totally in line with DPS targets. The issue is Berserk healing the group. If you want to have sensible mod choices, then make players choose to either have 3k more DPS OR that healing if you don't want to remove it. Don't just nerf the DPS to compensate for another issue. Making a mistake to fix another mistake is just two mistakes, not one solution.
  18. except it won't. You're losing way too much giving up rupture, especially multitarget DPS. There is just no reason to gimp yourself playing with a skill that is so utterly dumb in its design one has to wonder how any dev could just let it still be there instead of deleting it out of pure shame. You're losing dps both ST and AOE and gain nothing in return. Idk what more you could possibly find out?
  19. I mean, just look at Veng jugg compared to other classes and the absurdity of the balancing becomes apparent where you gain ST dmg due to doing more aoe dmg. But it also has not been true for many other classes and specs. the bigger issue also being a lack of utility or survivability of certain classes when faced with generic mechanics. If these were minor then we could overlook those but some classes like operatives just offer so little compared to what you have to compensate one has to wonder why this has not been addressed at all. DPS targets are fine and all but Concealment used to be top ST DPS and still nobody played it due to how squishy and inflexible it was (nvm they nerfed the ST DPS for no reason making the spec even less useful). Imo the goal of balancing a game should be to allow players to play what they want and not have significant drop-offs in group performance on almost any boss. Rn though, you're massively handicapped the fewer Pyro PTs you can bring like you were previously handicapped if you couldn't bring an operative for kolto burst healing pre-nerf. Like what they did to lightning - just no reason to play it over a sniper except maybe self cleanse. But if that was somehow super important and you needed range, you'd still always go with IO or even Balance over Ling. The spec offers nothing. Similar situations arise for operative specs, Deception, APT, MM, Arsenal - heck, even Hatred, Rage/Fury due to leaps are just strictly worse than alternatives. The pool of useful classes is so limited and some classes are absurdly niche in their usefulness like Hatred being great for Dominique and virtually nothing else. And the Anni DPS argument is simply refuted by the statistics of operations we have at our disposal. 6th in overall DPS, 7th in boss DPS across MM operations and never the best in any challenge statistic (burn phases and such) outside of Nahut where it's top 2 - but then again, almost only 3 specs were ever played there. So, if a 4m melee without any burst is overperforming so drastically DPS wise, what's up with the rest then? What is the goal? This is nonsensical and misguided by the devs.
  20. just fyi, melee dot specs were supposed to be +5% above target DPS according to the devs and the current changes to a melee dot spec make it perform one step below target DPS - which is obvious as it's about a 7% nerf overall. Ofc they also wanted melee burst to not be top dps but fury will obviously be top DPS after the patch, so I guess they just don't care anymore or don't know what they're doing - and I really believe it's both.
  21. It shouldn't. Nobody should have to use some generic +x % dmg tactical. it's simply not fun. I mean, I don't even understand why the skill exists in the first place while you could've just given the effect to Force Scream instead. What do we do with it now? use it when >4 m from an enemy and no VT / DST / FR ready as to not waste a gcd? Then, FF could've had a cooldown and do a lot more burst dmg - making it an actual burst option instead of a joke. And shouldn't it provide more ST dps as you give up aoe dps? You just lose both? Who makes that crap up? Testing the new 'rotation' on the PTS is just a dumpster fire fueled by lunacy. You play Draining and Bleeding and then end up with 28 Fury as FR becomes available because you had crappy luck with dot crits or you just happen to fall into a slump with rage generation via bleeds / implant due to lack of crits again and you're short even more Fury as you're forced to use BA which you should not be doing as you can't use any non rage spender outside of Berserk or you'll very likely lack Fury. That is supposed to be fun now? Having to rely on pure luck of whether or not you're gonna get enough Fury or Rage? Completely taking the control away from the player and just making it an RNG fest. because that's what players totally love, right? Having no tight control over their own performance, just having to rely on dumb luck like you're some sort of Deception Assassin. I mean, ofc you can play Juyo and Blood Fury and have all the excitement and managing power of the old Draining + BF spec but without any of its DPS or being rewarded properly for doing something comparatively difficult (at least to other faceroll specs out dpsing us after this moronic patch). I mean, it's 800 DPS that vanish as soon as you spread dots that quickly eat your berserk. what garbage.
  22. basically the only burst we reliably had outside of Annihilate while every other dot spec has much higher 1 gcd bursts than this more often like Death Field, Leeching Strike and Assassinate or Corrosive Assault or Vengeance with virtually every skill. But omg, we can hit for a big number every 10 sec with 30 stacks that we don't reliably gain with downtime, that one we gotta nerf. This is one of those things were you show your utter incompetence. What do you mean 'like more burst?' What burst? it needs 2 dots applied before it can 'burst' and even then its damage is not any higher than VS with a rupture tick. Not only is it not equal to anything, it's just strictly worse all the time in all scenarios. So what is the point of having it? Shouldn't 'all choices be more equal' - then why does this suck? Why does the root on Ravage suck and Predation is always taken? there is no class that mixes up what they use for max dps - there's just things that are clearly better all the time. Your pulling this crap about wanting to diversify choices out your behind. You're literally creating a class with mostly 4 meter range that suffers a hefty DPS loss with minimal lost uptime on a target doing 2k+ less DPS than other specs that aren't marksman or Lightning without burst capacities and the thing it still has is healing. what garbage design is this supposed to be?
  23. They also fail to explain what any target for any class is. They give vague responses like 'ranged burst does too much' and nerf Ling for example. Now nobody plays Ling because ranged burst combo isn't some sort of super important factor that warrants crappy DPS. And we have the stats to back up those claims while the devs simply do not want to disclose their precise reasoning because they have to know they'd be eaten alive as it's obvious to anyone playing nim content that they have no idea how to properly balance classes or encounters. Balance for example is played twice as often as Ling now and before, Ling was one of the most played classes. And we have other stats like Anni maro being the worst melee dot spec purely going by DPS across all 8 man nim operations. Those are the stats across hundreds of parses. So, how can the DPS be too high? The DPS with all the utility and the defensive stuff and especially the obviously broken as all hell healing is the problem. But why nerf the DPS? Maros are played for healing and 7% debuff for the top DPS Pyros. What are the devs looking at? The few parses where some anni maro gets carried by their grp to a top parse doing 4k+ more than anyone playing normally? Are they running simulations instead? Would that not be very counterproductive given all the mechanics you simply can't simulate? And the other question has to be: Why nerf something again? the issue isn't mara being way too good (except for the healing which was repeatedly stated needed to be toned down a lot), it's other classes being not good enough in PVE content due to a lack of proper defences / dmg mitigation or lack of utility. And again - we have the stats - across all nim ops - next to nobody plays concealment, deception, marksman or APT. And why would they? The classes offer nothing while the few top classes that are actually played do everything better. the pool for playable classes just keeps decreasing while the content actually asks you to play those top classes to stand a chance (especially true for the non top level nim raiders that might even still struggle in Asastion or something). You made Lethality a little bit more viable with the AE reduce and immediately the class sees some play now. You nerfed Lightning and the player base on that spec plummeted. Why can't you make all classes more viable? And don't tell me you also consider Vet or SM difficulty relevant because those (outside of R4 HC I guess) can be cleared by mediocre players on ANY class setup you could make up. So far, for every nerf done by the devs, the player base called it out and predicted the outcome of seeing massive drops in the class being further engaged in difficult content and so far, the player base was always right and the devs always wrong - unless their goal was that players stop enjoying the game, stop playing certain classes and all just stack Pyro PTs and eventually even more people leave for other mmorpgs given how awfully dead the servers have become the last month or so again. Whatever the devs are measuring, they're measuring the wrong things. You need to nerf the group heal capability and buff the group healing of healers accordingly. It should not be a DPS job (especially when you stack it) to provide 1/3rd of a healer. This is absurd. It'd be less absurd if more classes were able to do it and it was thus intentional but only anni can do it and there is zero reason it should be able to do it.
  24. The rotation is bs and the DPS is bs as well. You either spam Berserk on CD with Juyo and Bleeding Center with zero skill involved while losing tons of DPS or you take Blood Fury and you STILL have a very tight rotation - the exact rotation you wanted to go away from - just with a little more DPs than the other choice but still WAY below what the class does now. There is no difference between the Draining + Blood Fury optimal DPS combo and the garbage you present as serviceable. The alternative is taking Draining and Bleeding and hoping you randomly crit enough times at the right time to get to 30 Fury ruining any chance at any rotation that is stable at any moment in time. And quite frankly this is just looking at it the wrong way. There is always a clear winner and it's not doing next to no dmg with Juyo while simplifying the rotation and just pushing random buttons for garbage DPS that at least anyone can pull off. And what is the DPS supposed to be? Why change so much about it while ignoring that some content you created just requires some burst damage while you nerfed next to every burst spec in the game into oblivion as is? I mean, we told you we like the old rotation and liked being rewarded for actually playing well and now the only difference between playing well and doing things right and pushing random crap at random times is like 1k dps. Way to cater to the casuals running DF Story mode and nothing else. You only lose some 3k DPS and the only bust outside of Annihilate you had. What a fantastic deal. What a great design decision. Seriously, if your mind is already made up, stop wasting our time pretending to want feedback. Just with Lightning, Deception or APT PT - everybody told you your ideas suck, your changes were ruinous and you went through with it anyway. Now next to nobody plays those classes any longer. So at least have the decency to stop pretending you give a damn and just do your stuff and ruin yet another class. What a waste of time it was again to try to talk sense into your oblivious and disconnected design team.
  25. My impression fyi is that your devs are incompetent beyond comparison. you want to pair up Bleeding Center with Draining Center - fine - but it does not generate enough Fury to do so unless you get lucky with crits or pre-stack deadly saber and have it up all the time for the extra bleed. There is no stable rotation here. A stable rotation is Juyo rend with blood Fury but Blood fury does so little damage that you end up parsing below what Arsenal mercs are currently doing and it's not easy to pull off either. You ruined a perfectly good class with your idiotic garbage changes while not addressing the actual issue which always was and still is too much stupid group healing.
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