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Tactical Flashpoints are out of balance right now


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I've run several tacticals over the last couple days (or at least attempted to: only managed to complete one), and I'm finding that they're not balanced for a role-less group: you need the holy trinity if you actually want complete one (which is what kind of group I was in when I managed to finish a tactical flashpoint).

 

A lot of the bosses have had their damage cranked up through the roof. There's also certain "choke points" that exist in various flashpoints where there's a large number of mobs that crank out obscene focused damage, meaning that the player who fires the first shot that the group will probably get cut down in four or five seconds. I've never encountered this type of difficulty on tactical flashpoints before, and I'm not the only one in my guild finding this to be the case either: there's members in my guild now who simply won't do them anymore.

 

These are supposed to be quick, simple, and easily pug-able group instances, but they are most definitely not that at the moment. This is out of whack: the "tactic" for beating a role-less flashpoint shouldn't have to be have a trinity based group.

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