There was a period during Preview testing when people felt the balance between augments and non-augments was "just right". Basically, there was no clear choice what was better - Yes, augments would be better for some builds and circumstances, while a healer or striker companion was the superior choice at other times.
Basically, not having a single "BiS" choice was a clear sign that the balance was "right" - just as it should be.
Then we got a change, which significantly reduced the DPS of strike companions and the healing from healing companions - one companion that previously healed for 15.000 HP every now and then would now heal for 150 HP.
With one stroke those companions were just made irrelevant - exactly when the consensus was that things were "right", and now there is really not a single good reason to run anything but an augment.
Amazing, eh?
Hoping for improvements...
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/sarcasm
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The Lump Hammer of Balance always lands heavily, and is Cryptic's preferred method of "tweaking" things.
Healer Companion doing a bit more than is ideal?
THUNK... nerf it by 99%
That's better isn't it!
That's a "tweak" by Cryptic standards... be thankful those healers are delivering WHOLE NUMBERS of healing. Three figures is massive.
But don't worry... when the message eventually sinks in that it needs sorting (and that may be the next patch or three years from now), those healers will get THUNKED the other way and probably start Healing 150'000'000 per second, because these guys know no other way of fixing stuff.
1) Companions do 100 times less healing
on top of that:
2) Lifesteal was removed
on top of that:
3) Mobs move several times faster
on top of that:
4) Mobs hit you faster and harder
on top of that:
5) Your movement speed was decreased (so you end up in red circles quite often)
on top of that:
6) Timers of your powers increased, it feels like it's 2-3 times longer now (so you do less dmg and do less control, less buffs/debuffs)
on top of that:
7) Some Mob powers became almost instant (sometimes mobs hit you before you notice red circle), they cast so fast that you get hits before you start using some tactics (common example: on barbarian you activate battlerage and you see that you are already standing in red circle and must move out, sometimes you're lucky to do it in time, but your battlerage was wasted anyway)
on top of that:
8) Bugs (mobs instakill you, can't complete some quests etc., but bugs are just a MINOR issue compared to the rest stuff of U16)
on top of that:
9) The scaling (this means that many things were nerfed a lot, but if it were JUST the scaling then it wouldn't be so annoying to play the game)
Just one thing of any of these 9 things would be enough for many to complain on forums.
But now we have such an absurd situation that many players don't even bother to complain, it's just too much things broken in this game now.
Anyhow, my main problem is that there was a period during Preview testing when non-augments were a lot more useful than they are today. Now it has been confirmed that healing companions not healing is a bug, and as that changed at the same time as, well "striker companions not striking", maybe that will get fixed at the same time, which might make non-augments a viable choice for everyone.
Right's now, however, I'll stick with my augment - I don't need anything else for solo play and in group play, I have positioning and my team mates to give me CA.
It's a testament to the game's potential and the other players in it that I manage to have fun despite the best efforts of the people mangling the nuts and bolts of this game behind the scenes...