I've posted a lot since Mod 6 on the difficulty of PVE detracting from the game. The last patch made a genuine effort toward resolving this and still keeping the difficulty solid enough for those players that need it. By decreasing burst damage from mobs and increasing their hit points, it takes a little longer to clear them. However, I find that my GF is much more survivable by not being 1-2 shot. The longer battle gives Life Steal a chance to kick in--giving me *some* self-healing.
If this is the best that can be done to get the "more difficulty" vs "more fun" factions of the game appeased, it isn't bad. I play a GF, so I can't speak for HR's and SW's that have less tanky builds.
Perhaps my only suggestion here is to make the Healing Potions work again. A 10K boost in the middle of the battle barely registers on the meter. I don't use the current Healing Potions, they aren't worth slotting. 10K might have sounded like a lot just following Mod 5 criteria, but it doesn't hold up with 50K-100K characters.
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I'll take a look at it. Thanks for the tip.
In a typical "trash mob group", I could stun the mobs so they did not get a single hit on me. Now they live longer, so they come out of stun and actually damage me. My abilities are still on cooldown, so it's dodging the high damage mob of the group while trying to deal damage. Takes nearly twice as long as before...but not long enough to get through the 16.9s cooldown of my aoe stun.
TR, 70, but I checked the time while being downleveled (in grinding rock). First char to reach 70, and I'm the one who complained about too many XP. I'm still mostly in random lvl6x green gear. I hope to have my gear catch up with my level once I finish the lvl60-69 "quest lines" (i.e. when I actually need to have it to proceed).
How do you get your recovery so high that Steal Time refreshes every 3 seconds??? Since you are not BiS, you must be sacrificing other stats . . .
What is your build like?
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
I was afraid that might be the case. I had to give them a thanks for trying--I've been very annoyed ever since Mod 6 came out (haven't found 1 thing I liked about it, PVE difficulty being #1 on my list.)
They might have gotten a high-five out of me if they could have simply done the 25 per cent reduction and admitted that they just went overboard. But that would have meant admitting something....
They all move at the exact same speed, so because of that ranged classes can't take advantage of their mobility and range to pelt them down from afar. There is no kiting in this game because everything moves at the same speed.
If they made it so that bigger badder AI move slower, and things like archers and mages moved faster, it would totally change things up. You would actually have to change your play style depending on the enemies you faced, and things like the Elemental Evil zones/Sharandar/Dread Ring/Icewind Dale wouldn't be so <font color="orange">HAMSTER</font> hard for certain classes.
Scourge Warlock, for instance, would benefit HUGELY from a reduction to the movement speed of enemies. They could actually pick off the ranged mobs while kiting the melee ones, then take care of the melee ones.
Does that sound too easy? Then give mobs minor forms of crowd control. Allow certain types of archers/mages to charge up a shot that will snare you for a second if you get hit by it (Kinda like how Lostmauth's eyebeams work, so someone else could block it). Give Melee mobs slows along with the gap closers that some of them have. And for the love of god, don't let things like Flame Spikers CONSTANTLY jump at you, give them a higher cooldown!
This way players would still be punished if they got close, but anything thats not a tank has a better chance of actually living.
Steel Breeze: 14.4 seconds
Fox Shift: 16.2 seconds
Plant Growth: 22.5 seconds
Wait, what? I have dailies that recharge faster than that.
"...I grab my wiener and charge!" - ironzerg79
Are we playing the same game? Your post almost makes me want to believe you're a dev posting on an alt account. The only thing that came from these recent patches is that A. You're better off looking for a new game, and B. These devs have no clue what's going on.
What part of increasing the level 70 experience overflow is smart or "a genuine effort toward resolving this"? Getting power points for your rank 4 abilities was already a gamble. And if you don't? No problem, enjoy filling up 1,750,000 points worth of experience again at a CHANCE of a power point.
50% increased health to all critters levels 61-70+, ah, hmm. For some DPS classes that are low iLvl that may be no problem, and apparently for you on your GF it's okay. But mind you if you're anything like my 1800 iLvl cleric alt it's a nightmare. I'm nearly full faithful; forget doing dailies it takes too long. I actually find it easier to die simply because things don't die quick enough. And who's this going to affect the most? People with toons which are geared well? Or players newer to the game still trying to increase their stats?
So maybe you're right, they did "make an effort", however it was in vain. The only thing that resulted was an even poorer experience with the game and it was already bad to start off with.