My main is GWF. I can tell you, I do not need a CW to control adds for me.
I'm a trapper. I don't need to control mobs. Crushing roots is useless. Am I happy? No... Would I like to go back to a point where Crushing Roots and Roots in general help? Yes I do.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
My main is GWF. I can tell you, I do not need a CW to control adds for me. So, any boost to control would require a hard nerf to all DPS classes and a change in some NPCs and bosses to be able to be controlled. That is not likely to happen. CW in no way needs a DPS nerf, it needs a little boost to Thaum and a big boost to Renegade and Oppressor.
Honestly I think that a hard nerf to DPS is exactly what the game needs. Whether it is better to do that via hard nerfing the DPS of all powers or by nerfing the power of the ludicrous amount of stackable buffs I'm not sure of. Power creep is way out of control.
Lifesteal/self-healing is back to where it was in mod5. My HR is pretty much dead or at full HP all time and I don't even even the lifesteal guild boon. This pretty much makes healing useless. Not only that, it forces monsters to be one-shot machines to be relevant. If the monsters are one-shot machines then tanks have to be reaaally tanky. But then they are so tanky that in PvP you can't kill them unless you use piercing damage. It's a bad loop going on.
Let's compare Dread Vault and CN final boss fights:
Dread Vault was a mix of one static boss and a large number of mobs. These mobs where not one-shot killing monsters, they were controllable and they could control you as well. Control was needed to keep them from making the whole floor red and shutting you down, aggro management was needed to bring them close to the edge where more control was needed to push them off the ledge. Healing was needed as monsters didn't kill you in one hit and gave time to the cleric to heal, and also because self-healing was not abundant. DPS was obviously needed to kill mobs and the boss. It took a long time to win the fight and closing your first DV was an achievement you were proud of. It was a complex fight, it required tactical thinking, positioning and a lot of dodging.
In CN control is not needed. There is only one boss and it is control immune. Healing is not much needed. Most DPS classes can lifesteal their life back to full in a matter of moments. Tanking is still needed (if you avoid the cheesy companion tanking...). Aggro management is reduced to a minimum as there is only one monster. (compare it with old Frozen Heart where the GF had to keep aggroing hordes of monsters). What you are left with is DPS (either direct or via buff/debuffs...) and the amount of creep is so high that Orcus gets vaporized in seconds. I have been many times with parties where he didn't even have the time to use the first of its special abilities... Closing CN doesn't feel as an achievement. I closed CN with my guildies on the first run. And it's not a complex fight... we're down to the point that the game is "stack all your bonuses up and vaporize the poor sod once again". By the way the fact that closing the dungeon is so easy and fast forces Cryptic to keep the value of the loot at a low level and that makes everything feel even more grindy.
Another good example was Malabog in the beginning (except for the final fight...). Redcaps were a real pain, they had healers that you had to target first, powries stealing your AP (basically stealing your power), monsters that could control you and some heavy hitters.
Completely agree.
And if you want some proper adventuring, you need to bring that kind of balance back to the game to make parties viable again for adventuring purposes.
Comments
Born of Black Wind: SW Level 80
Merrily, merrily, merrily, merrily, Life is but a dream.
And if you want some proper adventuring, you need to bring that kind of balance back to the game to make parties viable again for adventuring purposes.