So. -Destros are a little strong. -Hammers are a nice changeup. -30 Encumberance mage meta shouldn't be a thing -I'd hate to say I told ya so, but I told ya so. Guna enjoy being a destro. Obligatory: FIX THIS OR LOSE OUR ALLIANCE IN SUBS.
This would have had a much bigger impact without the rest of it. Just saying. What kind of changes would you like to see to further balance this out?
/shrug. I'm destro, everythings fine in my eyes Gotta see the next changes to see what else is in store.
Can we have a bolt like disable for mages. So telegraphed when mage pulls out a bow xD the destro knows its a disable and just dodges with ease.
I mean... didn't they just increase all protections by 25% meaning nothing changed much in terms of potential DPS output? Why are hammers being meta now a bad thing?
110 stat whit meditation - 10% magic protection heavy armour - 5 % arrow damage or increase the arrow protection of bone studded of 25 % Make enchanting less expensive only 2 reagents for type ...
LOLOLOL. Now that the mages have to enchant their jewellery they start complaining about cost? Naw cost is fine.
Some (unintended?) consequences of this patch. 1. Support is dead. Blind cooldowns were raised to a minute CD. (the best peels in the game). Heals are significantly weaker and buff others are non-existent. Playing support is literally just DPSing now, which isn't really support... I consider this the most game breaking and it actually makes me not want to play at all. 2. There's no choice in staff style, or rather speed. It's either a sarracenia, or a necro/witchcraft staff. Cobras are obsolete in comparison and you're actually trolling with a black bolt. This results in a more sluggish slinging of spells that just doesn't feel fun to use. That's without taking into account how effective it is to stack upwards of 9 pieces of heavy armor now as a mage, which increases cast speed (and decreases fun) even more. 3. Lowering the global CD between spells exacerbates the issue in point 3 by increasing the effectiveness of chaining rays. Normally, a heavily geared player would be punished by slow casting, but it's really not that bad now since you can rely on instant casts more than ever. 4. Flat % increase on armor doesn't take into account that mages used to buff stone skin + arrow protection for +6-7 prots vs archery. Basically only get the equivalent of one of the buffs. 5. Increasing stamina damage on hammers is a bit over kill. They're already the only weapon that is effective vs heavily geared players, since bludgeoning prots don't scale nearly as well as slashing. 6. I've been playing the same character since launch and I don't have a single stat above 104, besides INT. Lost 100+ total stats (hp/stam/mana) from the removal of self buffs. Not to mention the impact it has on swing speed, melee damage, archery damage, and magic damage. It's even more egregious when you consider that a fair number of players were able to use nectars early on in the game to reach 110 in each stat through a bug. Probably some other stuff, but i forget. Hope you guys can figure the game out because it's really disheartening to me atm.
They did take a lot away from support, hopefully there will be some additions to come. The only real problem with the patch is that it went to live before full implementation of the total system. I can't tell whats wrong, which way to go, if my dick is hard or just dead and suffering from rigor mortis. Kinda like how we talked about changing spells before the inevitable combat overhaul would be counter-productive.
Really appreciate the time you took to lay all this out. This is the kind of feedback we want and need to hear to help guide the direction we go with these changes. Like all things I encourage everyone to share your thoughts on how to approach these issues, but here are my current thoughts... at 12am mind you. 1. Have some random thoughts like adding in heal specs, increasing heals a bit, adjusting blinds of course, but overall needs a bit more awake thought. 2. Are we ready to do away with the speed variations? Could make all staves cobra speed and only deal with damage magnitude and type. 3. Remove the ability to chain rays. 4. Mastery tailoring armor set seems the most logical as it allows for a more equal defense to cost ratio. 5. I'd like to watch this one longer before making judgement. 6. We're probably going to drop 110 stat potions in a few locations around the map. Thoughts on also increasing gains from 100-110 a smidge? We don't want to remove all grind, but do understand that getting to 110 is pretty rough.
2. why would anyone use anything but a sarracenia then? Cobras should have their casting speed brought up to .80 to compensate for sarracenias heavier damage. This creates an actual choice between heavy/high damage and fast/lower damage staffs. 3. you're making me angry. like real angry. dont suggest this, dont EVER do this. 4. yes 6. please
To answer this you would use a weapon based on it's damage and damage type, making them more inline with other weapons. Also there are a lot of staves that could be shifted around to make the choices more top heavy they currently are, so rather than having so many r0, r10, r20, we could move many of them (models only, don't go crafting a bunch of blackbolts hoping they'll get boosted), to higher ranks to give people more options, visual or otherwise.
1. Adjusting heals is cool and probably necessary, but it's more about having a multitude of choices and finding the best one for each situation. 2. I don't really know what to say about this. I do know that I really dislike slower staves, as do a lot of players. IMO, they're sluggish and hold back the fluidity of the game play. 3. I don't see that as being an acceptable solution. Perhaps not allowing sarracenias to be an all in one transmute staff and making people need to choose the particular element they want to be more effective in, would reduce the effectiveness of heavy armor + ray spam. There's probably more that could be said on this, but I want to reiterate that I really think what you suggested is a direction we should stray FAR away from. 4. Good, but seems like a distant change. I'm sure we could all settle for a re-hued bone set, but it would be ideal to get some new art work in. 5. Fair enough. I just want to note that some past changes were to increase stamina conservation and it just seems counter productive to me to increase stamina damage. 6. Would be awesome if it's soloable content. For as easy as it would be to toss it on a mob loot table, it would be great if it could be patched in the (very) near future. I think center map would be a really cool place for it. It's definitely a nostalgic zone for many and meant to be dangerous, but it's just flat out unused nowadays. End game grind in an end game zone!
I'm sure this has been mentioned before, but I'll iterate again. We do plan on essentially going back to the original design of separate transmutes for the elemental staves.