You have all of these people wanting to nerf class damage and survivability, but they ignore the elephant in the room. It is buffs and debuffs that have trivialized the game. You can see this in all of these speedrun videos popping up everywhere. The bosses die in seconds, the trash is not even allowed to move before it is dead. It is time to bring this game to a place where it takes skill and effort to complete content. There is no "skill" involved in speedruns. It is buffs, debuffs and bugs, that is all. Fix the bugs, fix the buffs and debuffs, improve the rewards.
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OR some classes self effectiveness combo is too strong that can solo a boss not in 10 seconds but in 20-30 seconds.
THAT is without debuffs-buffs.
And you were against to the adjustment on lifesteal when you can instant heal from 0 to hero.( skill and effort)
There will always be some groups doing runs faster and easier than others. It's the nature of the game, If everyone is to build their unique characters. If you want to streamline the available ways to build toons so everyone has the same builds, then ya, you might be able to steer this in a different direction. However it would be my suggestion to run with the team you want to run with and who shares you views so you can share the gaming experience...
If something is really broken and being exploited by all means make the adjustments but don't call nerf, we all know how that's turned out in the past...
My 2 cents.
BOTH cases is trivialise content.
Edit: btw did u notice that all those speedruns contain an GWF as dps. The class with the most selfbuffs in the game by far... just saying
Speed runs require skills and knowledge: if you think that some bugs are involved, please report them and wait for the fix. Speed runs are not for everyone: while you point the finger against a small community of speed runners, the majority of the players doesn't know how to do it or don't know what you're talking about.
They would see another nerf, making their life more difficult due to a bunch of speed runners who love to publish their videos: this is not fair because you want to hit the high-end without considering how this approach hits and scales down at the lower end.
Unfortunately the game contents don't scale (the IL is more a gate than a requirement), they are designed around "something in the middle" and for this reason you will always have speedrunners because a speed run is a relative measure (you have to answer the following question first: "what is a speed run?").
Example:
Today average run 20 min, speedrun 10 min -> "Oh my god, buffer, debuffer, immunity, lifesteal, power creep, bugs"
Now apply the nerf:
average run 30 min, speedrun 20 min -> "Oh my god, buffer, debuffer, immunity, lifesteal, power creep, bugs "
If you think that such a nerf makes the average run time more stable, I believe you're wrong.
That's why a nerf is not always the best solution.
Every day I use to join a lot of different teams and speedruns are not so common: as an example my best FBI run is 20 min, more often it's between 25 min and 35 min, nothing strange. So I don't understand why I should accept such a nerf.
If I can have a speedrun - why not? - I do it, it's funny, but that's not what I live for. On the other hand, a world where we are compressed into an average run time is not funny.
Many players don't care about speed runs, it's not a challenge or a competition, you don't win anything better but the opportunity to run more dungeons in the same amount of time (hoping you have enough keys to open all the chests) and your 5-days-glory on youtube.
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Bondings are the elephant in the room, no matter how much everybody turns a blind eye on them.
Toons with 100K (a hamsterload vs current content) power need no buffs or debuffs, stuff just dies by the time they are in effect.
And before you say anything about bondings, I use them, and still think they're way overpowered and they're trivialising content.
They need to be toned down a bit and maybe then buffs, debuffs, correct power rotations and positioning (not facetanking red areas) will be of critical importance in doing content, especially end game.
Maybe then skill will be finally in effect.
Wasting a good buff or debuff ahead of time will then play some role into succeeding or failing a fight
I see dc's, ops and gfs spamming their spells for no reason, or at the same time instead of chain casting one after the other expires, because...you know...they won't need them to buff their team during the fight.
So...they blow cooldowns for which you'd otherwise stack a metric ton of recovery for and if failing to cast at the proper time would result in a not so favorable outcome.
Thinking about how and when to cast, engage a skill and make a difference in a fight is real skill in my humble oppinion, it is just not necessary anymore because of bondings, not buffs and debuffs, Cap everybody's power at 30Kish and see how the game changes face.
Edit: For the record, I can reach 54K power alone with 2 perfect, 1 greater bonding and insignia bonusses, I repeat, alone just hitting the dummies to test stuff...if that's not too much what is ?
I agree with @mamalion1234
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As it is, you can either form a random group with some decent players, wing it and fail or collect a perfect combo for speed runs.
More nerfs would not result in a lower difference in skill/gear between BIS groups and average players, but in a lower chance of average groups, to complete a dungeon.
Before NWO I did progress raids in another MMO for a few years. 12 players. Every player had to have the perfect gear and perfect build, to complete the HM dungeons. TS was a must have. Min 3 days a week 3-5h raid time. Gearing up in your spare time. You HAMSTER up, you get dumped. You are a no show without an explanation, you get dumped. If a player left, you needed a few weeks, to train his replacement.
This game is for casual gamers. Every group with above mentioned tactics will make a joke of every available dungeon. Otherwise 95% of the players would never complete the dungeons.
PS looking forward to the 'tone down', 'elitism' and other rage posts, if PW ever would implement a dungeon with this kind of difficulty.
Mods keep upgrading players IL scores but the content remains mainly unchanged.
Born of Black Wind: SW Level 80
You trust them to do this.. to make around a million AD a week , it takes approx 1.5 hours a day x 7 days.. you want to take and prolong said encounters by what? triple? quadruple time?
or they going to fix some of the costing to adjust?
All of these factors have to be weighed accordingly.
Bondings by themselves are around 1 hg..
so.. again.. nefing bondings doesnt do that much in reality.
Hmm i wasnt aware that GWFs have a mechanic to better scale with buffs then other classes. Can u enlighten me how that works? So bts on a GWF gives 50% buff and on other classes just normal 30%. How did i never notice that xD.
> @gabrieldourden
> Hmm i wasnt aware that GWFs have a mechanic to better scale with buffs then other classes. Can u enlighten me how that works? So bts on a GWF gives 50% buff and on other classes just normal 30%. How did i never notice that xD.
Then look harder XD
Born of Black Wind: SW Level 80
Born of Black Wind: SW Level 80