Jump to content

Class Balance Changes Feedback


JackieKo

Recommended Posts

Not sure that Annhi needed the tweeking. It seems like a buff, but reports from people on the PTS so far seem to indicate it as a nerf. I'll give it a test myself soon enough as well. If it is an overall nerf, it's absolutely the wrong move.

That said, why are we nerfing Fury and Carnage even more? I currently run Sent/Sorc on my main raiding toons, and I'm running out of decent burst specs to use when DOTs aren't as viable.

Lightning? Nerfed.

Combat? Nerfed (with an absolute awful rotation to boot).

Concentration? Nerfed.

 

I get burst spec is supposed to be the lower performing spec, but again, for the 500th time on these forums, I'll say that it is better to buff the underperforming specs, rather than nerf the overperforming. Stop listening to the top 1% of players who clear everything day 1 and then get bored. Every spec should be viable for every fight, and it's very clear in LOTS more than ever that if you play anything other than like 5 dps specs out of 18, you're handicapping yourself.

Edited by NicoleMay
  • Like 3
Link to comment
Share on other sites

15 minutes ago, codydmaan said:

What exactly would change the rotation here? Even choosing burning center in skill tree I'm hitting 31-32k on a 6.5m dummy. The rotations/priorities are already smooth as it is. Are we talking about removing the x4 forcemelt damage after zen? That would be a nerf, then the extra burn damage would be totally nessesarry.

 

But the class is super smooth as it is. You never have to use your basic attack, your always good on focus if you properly use the class.

The issue is you have to eventually delay Force Melt because you won't have enough centering stacks to activate Zen by the time Force Melt comes off cool down. The rotation changes slightly every time you go through it. Right now the rotation is smooth because you have enough centering to activate Zen every time Force Melt is off cool down.

Link to comment
Share on other sites

2 hours ago, Sikssix said:

I agree on the healing portion, it's not needed, that is the healer's job to heal and not a DPS' job.  The healer is a tough class to play alone as is.  They don't need a boost from DPS at all, they (healer) should be buffed a bit, even if the healer isn't the greatest.  As for the self healing I can agree to an extent, the watchman heals is just too much.  DPS is fine other than-- I already said it twice lol.

Idk tbh 12k effective heals tho? Generally it's only around 5k ish effective well I guess it depends on hiw good ur healers are. 

 

I honestly learned to enjoy the spec, while it's not the highest parser it has its niche with the heals. Its unique and I think it should stay that way personally.

I did read ur post about how u could barely hit 29 on pts when u can do 34 on live. There's only 1 Anni watchman that hit 34 on live and on Darth magus. If thats you I commend you. 31-32 is more what I'm doing on a dummy. And if the dps is losing 3k ooof that's gonna suck. I'll just go swap main specs then. 

Link to comment
Share on other sites

6 minutes ago, Barnard said:

The issue is you have to eventually delay Force Melt because you won't have enough centering stacks to activate Zen by the time Force Melt comes off cool down. The rotation changes slightly every time you go through it. Right now the rotation is smooth because you have enough centering to activate Zen every time Force Melt is off cool down.

Oof yeah if this messes up zen - melt combo the spec is trashed 🗑.  I'm surprised that they didn't catch that. 

Link to comment
Share on other sites

11 hours ago, Shabir_Dhillon said:

Balance Changes Coming to Game Update 7.2

Hey everyone, Shabir here with another round of balance changes. On this pass, we took a look at Tanks across all 3 disciplines and made adjustments to bring up their Threat generation as well as  damage in line with our targets for tanks. There are also adjustments made to Marauder/Sentinel and Mercenary/Commando. We look forward to seeing your feedback on these balance changes and will post updates on any changes that may occur in this thread. Be sure to check out these changes on the PTS and leave feedback here. Thanks and take it easy. 

General

  • Threat generation has been increased for all tank combat styles.

 

Assassin/Shadow

Darkness/Kinetic Combat

  • Depredating Volts/Cascading Debris damage has been increased by 5%

  • Mounting Darkness/Pulsating Force now increases Discharge/Force Breach and Wither's/Slow Time’s damage by 30%, up from 20%. 

  • Energize/Particle Acceleration now additionally reduces the Force cost of Shock/Project by 15 while in effect. 

  • Assassinate/Spinning Strike now has a 100% chance to trigger Energize/Particle Acceleration.

  • Spike's/Spinning Kick’s stun duration is increased by 1 second. 

  • Spike/Spinning Kick now applies 10% damage reduction to the user whenever it deals damage for 6 seconds.

  • The Dark Forces/Light Forces ability mod now heals for 2% of max health whenever damage is dealt to a taunted target, up from 1%. 

  • Increased the damage reduction given by the Dark Charge/Combat Technique passive ability from 2% to 5%. (15)

  • Severing Slash/Cleaving Cut has been redesigned for Darkness/Kinetic Combat. It now does the following:

    • Strikes targets in a cone, dealing weapon damage, immobilizing targets for 2 seconds, then slowing them for an additional 6 seconds once the immobilize effect wears off. (68)

  • The Ward of the Continuum tactical has been redesigned. It now does the following:

    • Dark Ward/Kinetic Ward now has 10 charges and Dark Bulwark/Kinetic Bulwark can no longer restore charges. Consuming a charge of Dark Ward/Kinetic Ward increases defense chance by 1%. This effect stacks up to 10 times and lasts for 20 seconds or until Dark Ward/Kinetic Ward is reactivated. (43)

  • Fixed an issue where Reckless Defense/Potent Defense was incorrectly adding multiple stacks with Depredating Volts/Cascading Debris.

  • Gloom Ward now does 50% more damage upon Dark Ward/Kinetic Ward breaking from damage.

  • Increased the duration of Reckless Defense/Potent Defense from 6 seconds to 10 seconds. 


 

Juggernaut/Guardian

  • The Warmonger/Battlefield Command utility has been redesigned. It now additionally enables Vicious Throw/Dispatch or Hew/Whirling Blade after using Force Charge.

  • War Master utility has been redesigned per discipline, with Immortal replacing War Master with a new utility called Field Commander/Front Line Veteran.

Vengeance/Vigilance 

  • War Master's has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap.

  • Brawn has been replaced by Deafening Defense/Commanding Awe, which increases damage reduction at all times and by an additional 15% while Endure Pain/Enure is active.

    • Deafening Defense/Commanding Awe was previously a passive gained at level 1, although hidden from the tree. This is now part of the ability tree at level 51.

Rage/ Focus

  • War Master's has been redesigned to add movement-impairing and push and pull effects to the immunity granted by Unstoppable. It now grants 20% damage reduction while Unstoppable is active. War Master no longer grants Vicious Throw/Dispatch from Force Charge/Force Leap.

Immortal/ Defense

  • War Master has been replaced by Field Commander/Front Line Veteran. It reads:

    • Force Charge/Force Leap finishes the cooldown of Disruption/Force Kick and grants Unstoppable, granting immunity to interrupts, stuns, knockdowns, incapacitating and movement-impairing effects, and effects that push or pull you around for 4 seconds.

  • Conquering Defense/Abating Defense - Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. Crushing Blow's/Guardian Slash’s damage is increased by 12%. 

  • Lash Out/Lunge - Retaliation/Riposte consumes 1 less rage, has its damage increase by 12%, and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%. 

  • Crushing Rage/Guardian Focus is being replaced with Crushing Grip/Stasis Mastery. 

  • Crushing Grip/Stasis Mastery - Dealing damage with Crushing Blow reduces the cooldown of Force Choke/Force Stasis by 2 seconds and generates one additional Rage/Focus. 

  • Aegis Shield/Warding Shield is replacing Targeting Assault mod. 

  • Aegis Shield/Warding Shield - Dealing damage with Aegis Assault grants a barrier of protection to up to 8 allies within 10 meters for 6 seconds.

 

 

Marauder/Sentinel

Annihilation/Watchmen

  • Deadly Saber’s/Overload Saber’s damage has been increased by 3.5%. 

  • Devious Wounds/Smoldering Burns now lasts for 6 seconds and increases bleed damage by 5%, up from 3%. 

  • Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form.

  • Pulverize/Mind Sear now resets the cooldown of Dual Saber Throw/Twin Saber Throw and has a 30% chance to trigger, up from 20%. 

  • Swift Demise/Acceleration Victory no longer grants stacks of Swift Demise from Annihilate/Merciless Slash. Instead, it increases Vicious Throw/Dispatch damage by 10%. The rest of its effect is unchanged. 

  • Damage done by the Blood Fury/Burning Zen ability mod has been increased by 6%. 

  • The Bleeding Center/Burning Center ability mod now generates 4 rage/Focus whenever Berserk/Zen is activated. 

  • Force Fracture damage has been increased by 10%. 

  • The Juyo Rend/Juyo Melt ability mod has been redesigned. It no longer increases the damage of Force Rend per stack of Juyo Form. Instead, it causes Force Rend to immediately grant 6 stacks of Juyo Form and build 10 Fury/Centering stacks. 

  • The Draining Center/Melting Center ability mod has been redesigned. It now reads: 

    • “Force Rend deals twice its initial damage whenever it consumes a stack of Berserk and heals you for 50% of the damage that it deals.”

Fury/Concentration

  • Reduced the critical strike damage bonus given by Vehemence/Fervor from 10% to 5%.

  • Decreased the Fury/Centering stack bonus given by Furious Discovery/Zealous Revelation from 6 to 4. 

  • The Furious Rumination/Focused Meditation ability mod has been redesigned. It no longer grants a guaranteed critical hit after activating Berserk. Instead, this has been moved to the Gravity Fissure passive. 

  • Gravity Manipulation has been redesigned and renamed Gravity Fissure. It now reads: (60)

    • “Obliterate/Zealous Leap and Force Crush/Exhaustion each consume 1 less rage. Activating Berserk/Zen causes your next direct damage attack to critically hit.”

Carnage/Combat

  • Shard of Mortis critical hit chance bonus per stack has been reduced from 25% to 15%.

 

Powertech/Vanguard 

Shield Tech/Shield Specialist

  • Payday/ Disruptor Rifle - Payday/Disruptor Rifle benefits from Heat Screen’s cooldown reduction in addition to Heat Blast. 

  • Thermal Screen - Thermal Screen tactical correctly applies its effects to Payday/Disruptor Rifle.

  • Payday’s/Disruptor Rifles damage is increased by 12%. 

  • Ion Overload - Shock has its duration increased to 9 seconds. 

  • Flame Engine/Pulse Engine - Firestorms/Ion Storms damage increased by 50% up from 40% when Flame Engine/Pulse Engine is triggered and proc chance is increased to 75% up from 50%. 

  • Shield Vents/Shield Cycler - Ion Gas Cylinders damage is increased to 10% up from 5%. 

 

Mercenary/Commando

  • Rocket Out/Propulsion Round is taking Hydraulic Overrides'/Hold the Line’s place on the ability tree as a level 68 mod choice.
  • Rocket Out/Propulsion Round includes the utility Smoke Screen.
    • Smoke Screen: Rocket Out/Propulsion Round generates a Smoke Screen when used keeping you from being pulled or lept to and making you immune to interrupts and ability pushback for 4 seconds. In addition, taking melee or tech damage within 4 seconds of previously using Rocket Out/Propulsion Round, refreshes its cooldown. These effects cannot occur more then once every 40 seconds.
  • Jet Escape/Tenacious Defense no longer reduces the cooldown of Rocket Out/Propulsion Round but instead increases the duration of Hydraulic Overrides/Hold the Line by 4 seconds.
  • Rocket Out's/Propulsion Round’s cooldown reduction from Jet Escape/Tenacious Defense is now the default cooldown for Rocket Out/Propulsion Round.

Innovative Ordnance/Assault Specialist

  • Innovative Particle Accelerator/Ionic Accelerator - Rate limit reduced from 7.5 to 7.0 seconds.

 

The Shard of Mortis nerf is not acceptable. You specifically added that Tactical in previous patch because Carnage was way to low on DPS, now You nerf it by 10 % ? Why such drastic large amount ? What exact data do You base this 10 % on ?

Link to comment
Share on other sites

The changes for Carnage and Anni, I really don't like at all.

Like others have already said, reduce the group healing and maybe selfheals done by Anni, but keep the damage and rotation as it is on live.

And nerfing Shard of Mortis by 10% is really too much. If you really think this should be nerfed, take it down from 25% to 20%. The 10% reduction is just a 3k Damage reduction and i really don't understand why this should be necessary.

Link to comment
Share on other sites

Since you removed 10 fury from Draining Center i've decided to test usual anni rotation from live but with Juyo Rend + Blood Fury:
31.6k DPS https://parsely.io/parser/view/718812 what is like 5-7% DPS nerf compared to live.

Then i've decided compensate 10 fury build loos from Draining Center with Bleeding Center:
33.5k DPS https://parsely.io/parser/view/718813 what is close to live and consider i did only one attempt(sample size is low) and new dummy is 10m instead of 6m it can be even beter than live. Rotation become very inconsistent due to RNG nature of fury generation, but i think Brazen in actuall boss fight will help with that and more than that in encounters where you can constantly spread dots it will be very consisten.

If you want give players a choise then you have to keep damage of Force Rend per stack of Juyo Form on Juyo Rend and more than that you have to adjust it a bit.

Remove Force Fracture and replace it with somthing else. It's obvious for everyone except you that this is most useless tool in DOT spec.

To sum up:  

15 hours ago, Shabir_Dhillon said:
  • Deadly Saber’s/Overload Saber’s damage has been increased by 3.5%. 

  • Devious Wounds/Smoldering Burns now lasts for 6 seconds and increases bleed damage by 5%, up from 3%. 

  • Juyo Mastery now additionally increases bleed damage by 1% per stack of Juyo Form.

  • Pulverize/Mind Sear now resets the cooldown of Dual Saber Throw/Twin Saber Throw and has a 30% chance to trigger, up from 20%. 

Those are straightforward bufs

15 hours ago, Shabir_Dhillon said:
  • Swift Demise/Acceleration Victory no longer grants stacks of Swift Demise from Annihilate/Merciless Slash. Instead, it increases Vicious Throw/Dispatch damage by 10%. The rest of its effect is unchanged. 

  •  

This one is nerf, since 20% DPS of anni comes from Vicious Slash.

15 hours ago, Shabir_Dhillon said:
  • Damage done by the Blood Fury/Burning Zen ability mod has been increased by 6%. 

  • The Bleeding Center/Burning Center ability mod now generates 4 rage/Focus whenever Berserk/Zen is activated. 

  • Force Fracture damage has been increased by 10%. 

Another straightforward buffs, but those are negligible.

15 hours ago, Shabir_Dhillon said:

The Juyo Rend/Juyo Melt ability mod has been redesigned. It no longer increases the damage of Force Rend per stack of Juyo Form. Instead, it causes Force Rend to immediately grant 6 stacks of Juyo Form and build 10 Fury/Centering stacks. 

More a nerf then a buff.

15 hours ago, Shabir_Dhillon said:

The Draining Center/Melting Center ability mod has been redesigned. It now reads: 

  • “Force Rend deals twice its initial damage whenever it consumes a stack of Berserk and heals you for 50% of the damage that it deals.”

Huge nerf that overcome all other buffs combined by a large margin.

Edited by Keetsune
Link to comment
Share on other sites

9 hours ago, codydmaan said:

What exactly would change the rotation here? Even choosing burning center in skill tree I'm hitting 31-32k on a 6.5m dummy. The rotations/priorities are already smooth as it is. Are we talking about removing the x4 forcemelt damage after zen? That would be a nerf, then the extra burn damage would be totally nessesarry.

 

But the class is super smooth as it is. You never have to use your basic attack, your always good on focus if you properly use the class.

What are you choosing if you're not going with Burning Center?  The spec feels very dull, and rough.  I wouldn't call it smooth in the slightest.  Could you share some of your insight on this then?  

Link to comment
Share on other sites

11 hours ago, xxSHOONYxx said:

https://parsely.io/parser/view/718707

No idea what he is running, just saw it on theorycrafters discord

Thank you, I will be reviewing this and trying to duplicate what they are doing.  I will be right back after further testing.

 

Correcting self, it looks like it shows he was pushing 6M damage total when the module shows 3.5M.  This maybe a PTS thing.  It also looks like they are not using Burning Center with what ever goes with it.  Others have been posting around 34K DPS with or with out it.  This is very curious.

Edited by Sikssix
Verifying data
Link to comment
Share on other sites

8 hours ago, codydmaan said:

Idk tbh 12k effective heals tho? Generally it's only around 5k ish effective well I guess it depends on hiw good ur healers are. 

 

I honestly learned to enjoy the spec, while it's not the highest parser it has its niche with the heals. Its unique and I think it should stay that way personally.

I did read ur post about how u could barely hit 29 on pts when u can do 34 on live. There's only 1 Anni watchman that hit 34 on live and on Darth magus. If thats you I commend you. 31-32 is more what I'm doing on a dummy. And if the dps is losing 3k ooof that's gonna suck. I'll just go swap main specs then. 

I have been playing this spec since beta, been enjoying the changes it has gone through, this change here seems different and I am unsure about it.  I am on Satele Shan, there are others pushing around my parse if not more, most just don't share due to being ridiculed (like myself) as well as a few other things I can obtain reasons why.  12K effective heals is what I will add on, but it also depends on the fight as well as the healers.  If the healers are both capping at 30K EHPS and I hit 12K EHPS, the whole group is doing something wrong there, or the fight has an insane amount of damage throughout.  That was as of that time, right now I can hit 32K DPS on the PTS, and this is without the guild buff, if my suspicion is correct, I may need to get a guild buff active (like that would happen on PTS) and retest because that maybe my issue.  There is definitely something off about the changes here, and I am doing more work to verify what exactly for those needing data and what not.  I will continue testing and report further soon.  

Link to comment
Share on other sites

8 hours ago, codydmaan said:

Oof yeah if this messes up zen - melt combo the spec is trashed 🗑.  I'm surprised that they didn't catch that. 

You're basically relying on RNG for extra focus and centering from crits, and that alone is a gamble, I am also spamming and should compress my info and posts in the future.

Link to comment
Share on other sites

1 hour ago, Keetsune said:

Since you removed 10 fury from Draining Center i've decided to test usual anni rotation from live but with Juyo Rend + Blood Fury:
31.6k DPS https://parsely.io/parser/view/718812 what is like 5-7% DPS nerf compared to live.

Then i've decided compensate 10 fury build loos from Draining Center with Bleeding Center:
33.5k DPS https://parsely.io/parser/view/718813 what is close to live and consider i did only one attempt(sample size is low) and new dummy is 10m instead of 6m it can be even beter than live. Rotation become very inconsistent due to RNG nature of fury generation, but i think Brazen in actuall boss fight will help with that and more than that in encounters where you can constantly spread dots it will be very consisten.

If you want give players a choise then you have to keep damage of Force Rend per stack of Juyo Form on Juyo Rend and more than that you have to adjust it a bit.

Remove Force Fracture and replace it with somthing else. It's obvious for everyone except you that this is most useless tool in DOT spec.

To sum up:  

Those are straightforward bufs

This one is nerf, since 20% DPS of anni comes from Vicious Slash.

Another straightforward buffs, but those are negligible.

More a nerf then a buff.

Huge nerf that overcome all other buffs combined by a large margin.

This coincides with what I stated earlier and I am glad this was pointed out as well.  

Link to comment
Share on other sites

2 hours ago, Keetsune said:

33.5k DPS https://parsely.io/parser/view/718813 what is close to live and consider i did only one attempt(sample size is low) and new dummy is 10m instead of 6m it can be even

now just remove ~2k dps that you'll lose from the Draining mod once it is properly implemented and you're sitting at 31.5k as a melee w/o any burst. Basically, you'll be doing as much DPS in an ideal scenario with zero downtimes as a Madness Sorc or IO Merc. You'll also be heavily rng dependent in raids, making your rotation rather random and every FR you miss with Berserk on time will mess up your rotation. You can ever so slightly offset this with using Brazen but ofc that loses you about 40% or so of the healing on yourself you'll be doing as TFR would be the sacrifice there. The devs need to seriously get a grip. They ruined Lightning, now they're ruining Anni and they nerf both the wrong way for the wrong reasons addressing the wrong issues. It's absurd.

Link to comment
Share on other sites

13 minutes ago, Aethyriel said:

now just remove ~2k dps that you'll lose from the Draining mod once it is properly implemented and you're sitting at 31.5k as a melee w/o any burst. Basically, you'll be doing as much DPS in an ideal scenario with zero downtimes as a Madness Sorc or IO Merc. You'll also be heavily rng dependent in raids, making your rotation rather random and every FR you miss with Berserk on time will mess up your rotation. You can ever so slightly offset this with using Brazen but ofc that loses you about 40% or so of the healing on yourself you'll be doing as TFR would be the sacrifice there. The devs need to seriously get a grip. They ruined Lightning, now they're ruining Anni and they nerf both the wrong way for the wrong reasons addressing the wrong issues. It's absurd.

From my clculation in same scenario with x2 insteadn of x4 on draining center it would be 30.9k, what is even worse than consitent 31.6k with Juyo Rend. In any case that sucks hard and even IO have better DPS than that. And we still have multiple other specs that parses around ~34k DPS. You either nerf all meta specs to the same level at once or even better just buff specs that have poor performance compare to current meta, like extremely gimped Marksmanship and Arsenal. Devs that doing balances changes living in their own world and out of their minds. Only thing that they are doing lately is ruining fun for their small and loyal community.

Edited by Keetsune
Link to comment
Share on other sites

Honnestly, can you just make Zen/Berserk impossible to click off so that Concentration/Fury can't abuse it and proc it once every 6 abilities (instead of 12).
A 12-ish second cooldown would also work out.

I mean, they're definitely not doing it manually to make it that consistent with it not being at a fixed position in the buff tray.

Link to comment
Share on other sites

7 minutes ago, roinopouf said:

Honnestly, can you just make Zen/Berserk impossible to click off so that Concentration/Fury can't abuse it and proc it once every 6 abilities (instead of 12).
A 12-ish second cooldown would also work out.

I mean, they're definitely not doing it manually to make it that consistent with it not being at a fixed position in the buff tray.

The only issue with that is if you got certain amount of stacks from charging previously, then you move like a dingus (done this too many times and am self proclaimed dingus) then you have to wait until it's half life just to recast so you can get full stacks, other like situations.  That is about it, nothing serious.  But as for Smash spec abusing that, it's not ideal to even do that in an OPs since the spec alone is kind of wonky to work with, but is good in PVP.

Link to comment
Share on other sites

1 minute ago, Sikssix said:

The only issue with that is if you got certain amount of stacks from charging previously, then you move like a dingus (done this too many times and am self proclaimed dingus) then you have to wait until it's half life just to recast so you can get full stacks, other like situations.  That is about it, nothing serious.  But as for Smash spec abusing that, it's not ideal to even do that in an OPs since the spec alone is kind of wonky to work with, but is good in PVP.

I understood litterally nothing about what you just said.

Are you sure we're talking about Concentration Sentinel here ? Because I have no idea what "Smash spec" refers to in that context.

Link to comment
Share on other sites

19 hours ago, JackieKo said:
  • How does the adjusted threat and damage output of tank classes feel?
  • Darkness Assassin and Annihilation Marauder’s rotations have been smoothed out, does this feel better or worse than 7.0?
  • The Ward of the Continuum tactical has been redesigned to synergize better with Darkness Assassin mod choices. Have you tried it? What do you think?
  • What are your impressions of the redesigned Annihilation mod choices?
  • How do you feel about the overall state of tanks in PVE?
  • How do you feel about the overall state of tanks in PVP?
  • What do you feel tanks are missing in PVP or PVE?
  • What are things you would like to see in the future for tanks?
  • What are your impressions on the itemizations around tanks?
  • Medals and Achievements for PVP
  • Would you like to see additional achievements added on a bi-seasonal or seasonal basis?
  • Do achievements motivate you to play more PVP?
  • Do you feel medals should be easier or harder to achieve?
  • What actions in PVP would you like to see represented in medals?
     

In regards to the Annihilation changes, please, please do not go forward with these changes, if the intention is to make the rotation more simple, these changes would do the exact opposite. 

I just spent an hour in the PTS, and my DPS has dropped because of the lower amount of times Force Rend can be popped, which is a major part of the DPS Annihilation does, and that is with Force Rend still doing 4x initial damage as it is on live. If these changes are implemented, only hitting for twice damage on Force Rend will make Annihilation DPS plummet. Along with the nerfs to Carnage and Fury, Marauders will have their overall DPS significantly lessened , and if Marauder isn't doing good DPS, what is it good for?

 

These change to Annihilation are a regression back to the days of 4.0 with it was clunky and uncomfortable to play, please keep it the way it is on live, it's the best it's been during the entirety of the game's history. 

Link to comment
Share on other sites

15 minutes ago, Sikssix said:

The only issue with that is if you got certain amount of stacks from charging previously, then you move like a dingus (done this too many times and am self proclaimed dingus) then you have to wait until it's half life just to recast so you can get full stacks, other like situations.  That is about it, nothing serious.  But as for Smash spec abusing that, it's not ideal to even do that in an OPs since the spec alone is kind of wonky to work with, but is good in PVP.

I hate these changes, can you imagine what is going to happen to Annihilation DPS if Force Rend only hits for 2x damage as intended, RIP Mara DPS

Link to comment
Share on other sites

11 minutes ago, roinopouf said:

I understood litterally nothing about what you just said.

Are you sure we're talking about Concentration Sentinel here ? Because I have no idea what "Smash spec" refers to in that context.

My apologies, Smash spec is an older term for Concentration.

Link to comment
Share on other sites

Just now, vanluina said:

I hate these changes, can you imagine what is going to happen to Annihilation DPS if Force Rend only hits for 2x damage as intended, RIP Mara DPS

It's a serious set back I really hope and wish they don't go through with these changes, but I need to prepare when they do go forward with it, it's not if they do, it's when they do.

Link to comment
Share on other sites

My suggestion if devs is so eager to do balance for this spec in first place(i would rather to not have this cnage):

- Keep damage per stack of Juyo Form for Juyo Rend and even increase it to 5% per stack up from 3%.
- Remove heal from Draining Center and keep x4 damage

 

And players will have a choce 

1) Use Juyo Rend + Blood Fury for smooth gameplay but less DPS.

2) Use Draining Center + Bleedin Center for non smooth gameplay but higher DPS.
 

From my calculations it should be somthing around 33k vs 34k peak dps between those options.

Edited by Keetsune
Link to comment
Share on other sites

×
×
  • Create New...