I've spent most this morning reading the Forum's there are complaints about this release all over the place, and yes i know there are always complaints about everything, but this time the comments are so skewed to the negatives, and also the complaints are coming from respected veteran players who normally try and look on the bright side and well known usually positive content creators. There has been no engagement from the Devs on any of the threads, fair enough its the weekend - but i'll try and summarize the main issues all in one place here.
1 - Is of course the amount of time we actually have the insurgencies up v's the amount of time they are down. Its completely unbalanced and game breaking for many.
2- Is how the absorption % actually work. Some people (a very respescted content creator known for their testing and numbers) are claiming you only get a % if you are the only person who damages a mob from start to kill, meaning anyone using AOE encounters can wipe an instance for anyone. Others are saying it doesn't matter who engages a MOB the person who completes the kill will get credit, no one else will.
3 - Which ever of the scenarios in (2) is correct, its massively unfair on Tank and Healer classes who simply don't have the same damage output by design.
4 - Not tested myself, but a few people are saying the the 1st option in (2) must be correct because if they go in as a party no one is getting any credit.
5 - These mechanics go absolutely against the community play the game is supposed to encourage. You have to play solo, and you're placed into direct competition with everyone else in the same instance. Its already inducing antisocial play, with a thread that is encouraging Tanks to not participate in any fight initially to avoid aggroing mobs all into one place - but to simply stand near a DPS engaged with a Mob, and wait until they've taken most the health away and then unload the biggest damaging power you have available i.e. Smite to kill steal. Will only work if its actually the 2nd option in (2), but almost all tanks and healers will try it as its the only chance they have - and that means whichever options in (2) is correct the DPS is going to get robbed of their % . Surely creating huge friction between players isn't what the Dev's had in mind when they rolled this out?
6 - Bel himself, a few people are saying that when they are in an instance as a party, when it gets to the catapult phase none of the catapults will fire. They're not getting the blue marker when they pick the ammo up and even though they've carried it to all 4 catapults none will fire.
7 - The mechanics of Bel are again inducing anti community behavior. In the last phase of Bel when the fire all over the ground starts, DPS melee are having a far harder time of it as they have to stand right next to Bel to be of use. Tanks are kind of ok as they can take the damage for a fair while, whilst range classes don't have to break their stride. This means that certain classes can solo Bel with ease others have a far tougher time and need to be way OP to manage it, or burn lots of stones. Ironically, those classes that could do with the help of grouping up are not getting it, as the group shout out are now only looking for ranged DPS classes. No one needs Tanks or healers in that fight, a pure DPS party will burn Bel a lot faster and allow them to engage him more times in an hour for greater rewards. Similarly people don't want melee Dps because they are slower than ranged DPS due to the aforementioned fire mechanic in the last phase. - So again with the timer mechanics you have in place you've managed to devise a system where certain classes can garner far greater rewards than others in the same time span, again discouraging community play in favour of self interest.
I don't know if this module is as it is by design, or by accident due to the sheer number of initial bugs we've seen on it, but as a player it feels like absolutely no thought was given to how it would actually work for the community once it was rolled out. As someone who has one of each class all pretty much maxed out I could just make the most of it and stick to my ranged DPS classes, but the design stopping me using my paladin main has annoyed me so much im actually just logging in for Hell pit currently, and then logging out for the rest of the day - and will reduce that to just logging in to collect my daily key once i've finished Hellpit until either this is fixed or the next new content is released.
Comments
1 - Is of course the amount of time we actually have the insurgencies up v's the amount of time they are down. Its completely unbalanced and game breaking for many.
2- Is how the absorption % actually work. Some people (a very respescted content creator known for their testing and numbers) are claiming you only get a % if you are the only person who damages a mob from start to kill, meaning anyone using AOE encounters can wipe an instance for anyone. Others are saying it doesn't matter who engages a MOB the person who completes the kill will get credit, no one else will.
3 - Which ever of the scenarios in (2) is correct, its massively unfair on Tank and Healer classes who simply don't have the same damage output by design.
4 - Not tested myself, but a few people are saying the the 1st option in (2) must be correct because if they go in as a party no one is getting any credit.
5 - These mechanics go absolutely against the community play the game is supposed to encourage. You have to play solo, and you're placed into direct competition with everyone else in the same instance. Its already inducing antisocial play, with a thread that is encouraging Tanks to not participate in any fight initially to avoid aggroing mobs all into one place - but to simply stand near a DPS engaged with a Mob, and wait until they've taken most the health away and then unload the biggest damaging power you have available i.e. Smite to kill steal. Will only work if its actually the 2nd option in (2), but almost all tanks and healers will try it as its the only chance they have - and that means whichever options in (2) is correct the DPS is going to get robbed of their % . Surely creating huge friction between players isn't what the Dev's had in mind when they rolled this out?
6 - Bel himself, a few people are saying that when they are in an instance as a party, when it gets to the catapult phase none of the catapults will fire. They're not getting the blue marker when they pick the ammo up and even though they've carried it to all 4 catapults none will fire.
7 - The mechanics of Bel are again inducing anti community behavior. In the last phase of Bel when the fire all over the ground starts, DPS melee are having a far harder time of it as they have to stand right next to Bel to be of use. Tanks are kind of ok as they can take the damage for a fair while, whilst range classes don't have to break their stride. This means that certain classes can solo Bel with ease others have a far tougher time and need to be way OP to manage it, or burn lots of stones. Ironically, those classes that could do with the help of grouping up are not getting it, as the group shout out are now only looking for ranged DPS classes. No one needs Tanks or healers in that fight, a pure DPS party will burn Bel a lot faster and allow them to engage him more times in an hour for greater rewards. Similarly people don't want melee Dps because they are slower than ranged DPS due to the aforementioned fire mechanic in the last phase. - So again with the timer mechanics you have in place you've managed to devise a system where certain classes can garner far greater rewards than others in the same time span, again discouraging community play in favour of self interest.
I don't know if this module is as it is by design, or by accident due to the sheer number of initial bugs we've seen on it, but as a player it feels like absolutely no thought was given to how it would actually work for the community once it was rolled out. As someone who has one of each class all pretty much maxed out I could just make the most of it and stick to my ranged DPS classes, but the design stopping me using my paladin main has annoyed me so much im actually just logging in for Hell pit currently, and then logging out for the rest of the day - and will reduce that to just logging in to collect my daily key once i've finished Hellpit until either this is fixed or the next new content is released.