All I'm seeing so far is complaints about losing power.
What about us tanks? Nerfing bondings will severely impact our survivability! And I'd love to see how the dps will be able to kill ads quick enough with a large reduction in power, if the tank can't survive long enough for them to do it?
I've been playing since just after launch on Xbox, I survived through mod 6, held my ground during coalgate, I've ground all content until I've passed out on numerous occasions. I put real money into this game, not as much as some, but still more than any other game I have EVER owned & ive been gaming for 30+ years!!! The refining changes I can understand and actually welcome, but the bondings.....
Brilliant move. People with a ton of astral diamonds have bought out the entire auction house and are reposting eldritch and empowered at 500000+ for rank 9. All the time and money I put in is down the tubes. It is appalling how you are treating your customers.
Even with all of these changes we expect players will still find the Bonding Runestones to be the best runestone to use, just not by such a massive margin as they were previously
I don't get it, could you please explain with what math you got this statement?
to the one making these x% up time or every x second stuff , please stop making these kind of items.any non consistent crit/arp is not good for most people.
the bonding fix better be around nerfing current 285% stat transfer with 100% up time to something like 180%~210% stat transfer with 100% up time.
All I'm seeing so far is complaints about losing power.
What about us tanks? Nerfing bondings will severely impact our survivability! And I'd love to see how the dps will be able to kill ads quick enough with a large reduction in power, if the tank can't survive long enough for them to do it?
I've been playing since just after launch on Xbox, I survived through mod 6, held my ground during coalgate, I've ground all content until I've passed out on numerous occasions. I put real money into this game, not as much as some, but still more than any other game I have EVER owned & ive been gaming for 30+ years!!!
The refining changes I can understand and actually welcome, but the bondings.....
You're right. This honestly might make me retire my pally. Previously through the other nerfs I said "HAMSTER it, get more stats. I can do it, I just need more stats" but this time I can't do that. I dunno what will happen. I might have to drop back to an augment and my pally will get a lot weaker. I may just quit the game. I dunno yet but it feels like we're just having the rug pulled from under us.
Wait, this is not going live yet. Right ? I mean, this is still just an idea... right ? It will take time to debate this... they would not just go with it in a week or something... right ?????
I'm not rejoicing about that change, thinking of all the stuff I will have to change on all my characters, but I understand the reasoning behind the devs decision.
I do think that the numbers currently proposed are a bit low. As mentioned by many, stats with a 50% uptime are hard to balance and I think the the total stats % might need to be higher to make bondings worth using.
On the other hand, I do like the idea of a trader, similar to the Lostmauth set Trader (or the same guy with new options) allowing you to trade bondings for a different runestone. That would make reworking our characters a wee bit less painful, and expensive ...
People stop doing like everything is unplayable with those changes. it's pathetic. You haven't even calculated anything yet, haven't made suggestion for new ways to balance stats, haven't crafted new builds, haven't tried anything. naaah you know right away everything is unplayable. Without any testing.
If a month in all end game turns out to be unplayable, well I'll be the first to throw a stone. But a day into announcement saying "aaa my toon is unplayable" That's pathetic, that's just pathetic.
Devs stating that Bondings will still be the 'go to' runestone, this is such an ill considered statement.
Bondings aren't just used to boost offensive capability, (as mentioned by others) they are used to balance stats that require 100% uptime, such as armor pen, defence & lifesteal.
The 50% downtime will mean dangerous fluctuations and many players will need to switch to augments just for the reliability.
The net result of this will most likely be all players (those that remain) running augments with Power or Crit runestones stacked with armor pen gear.
So RI will balance, crit chance will drop by ~25% and power will remain the same (with 3x r14 empowered) or crit chance will drop by ~10% and power will drop by 6k (with 3x r14 Profane)
This is excluding the powersharing from DC and OP which in dungeon groups could translate into a power loss of up to an extra 90k.
Just going with 3xr14 Bondings (and gaining RI elsewhere) would result in an offensive stat loss of roughly the same, bearing in mind that offence bondings will have half the power of Empowered, multiplied by 1.45 then halved for 50% uptime.
So 3xbonding = 2.28k power over 30 secs whereas 3xempowered = 6k power with 100% uptime. Adding the extra 22.5% stat boost from gear (45% divided by 2 to average out) means using bondings should equal a significant stat loss compared to augments.
Post edited by armadeonx on
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
4
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Ok lets be productive. I assume the changes are going to happen so here is my feedback:
- Consider 100% uptime for bondigns. 50% uptime make things unpredictable -> hard to balance stats (crit and armpen are important to balance correctly) -> players angry.
- Consider giving players more power not depending on the companion. I dont know the best way to do this, equipement, artifacts, enchants, more slots, I dont know but I feel that companions should add power but not more power than the character has. Bondigs allways gave me a bad feeling because of this. Sometimes the companion didnt get into the combat and I felt so unpowered those times.
- I think this might be impossible to code but consider making all the companions augments that can attack and proc bondings and balance the %s of bondings and other sources because we dont want to return to those times were everyone had the same companion...
Here's my opinion: - on refining items/points changes - ok, I can live with that. - on bonding runes changes - I would love the bondings adjusted so that non-augment and augment companions are standing to par, since so far it has either been "everyone runs an augment" or "everybody runs a non-augment". What I would like to see is both types of companion being an equally viable option. Which to me means that either the bondings should be nerfed in their boost or in the uptime, and definitely not both, to bring them in line with the maximum possible boost from augments. Here's my five cents, have a candy.
1
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
All I'm seeing so far is complaints about losing power.
What about us tanks? Nerfing bondings will severely impact our survivability! And I'd love to see how the dps will be able to kill ads quick enough with a large reduction in power, if the tank can't survive long enough for them to do it?
I've been playing since just after launch on Xbox, I survived through mod 6, held my ground during coalgate, I've ground all content until I've passed out on numerous occasions. I put real money into this game, not as much as some, but still more than any other game I have EVER owned & ive been gaming for 30+ years!!!
The refining changes I can understand and actually welcome, but the bondings.....
This will affect tanks the worst and the least. Tanks tanks depend on solid stats, so Augments will be the way to go, DPS GF's at least might well be better off with the burst from companions but they are probably going to have a significant gear change.
Personally I run a Hybrid DPS Tank, which means I'll likely go from bondings to augments but this will mean no more soloing IWP HE's.
For Tank tanks and I can't speak for TONG, augments are fine for everything, you'll have no issues tanking anything up to CN with just rank 8's, I have an ALT GF just so geared, he doesn't have a stone of companion right now and has no problem with anything up to CN.
I dont think they realize the level of rage this is inducing. From my conversations we're not just looking at a few disappointed casual players quitting. We're looking at entire guilds of dedicated players moving on, unfortunately my own included.
Why would you quit if you like the game? You craft new builds, you will find new ways to play, new party compositions.. Why would entire guilds quit? What's the big deal? It's not like anyone is excluded from the nerf. Quite the contrary, this might be an interesting time to figure out the game again. Why would you quit? Because your DPS is the same in comparison to everyone? Because you need to focus more on something, give it a new thought?
The only excuse is if you bought your r12 bondings yesterday, I would explode with rage. Otherwise.. Who cares.
What do you mean figure out the game and your character ?
You already know what you need. How much you need it and what is needed or wanted to finish certain dungeons.
Unless you do not do new dungeons and are completely skipping all of the new HAMSTER.
The dungeons difficulty is not going down with the stats ... It is staying the same.
For example DPS players might need to do new stat theory. As a CW, capping crit is essential to most builds, though with the idea that you can have 80k power even with capped crit and even more power with powershare from meta party.
Forget about that now, it's unreliable. You can't rely on powershare, you can't get crit from Bondings because on bosses you might be screwed, you have to get arp somewhere else.
Maybe a new build, maybe a new stat theory besides "cap everything and get as much power as possible" Maybe, don't know know, because I haven't tested anything. nobody did.
Why would entire guilds quit? Read the prev 5 pages of comments and counting, and the bleed over in the refining comments section, then go to reddit and read those. That will give you a bit of an idea. And remember this is taken in context with all the other nerfs we've had in recent times. Each one of those takes its toll, each one adds to the anger.
These people talk about how hard and time consuming it is to come up with new content. Well yea! Especially when you spend your time reconfiguring for changes that no one asked for!
On top of that we're talking real work and investment that people have put into items to obtain a specific set of abilities relative to known content. Now we're being asked to accept a handicap while paying out MORE work and money to get what? New content? ...more fun? Better rewards? No. More grind and more investment to get back to a weaker character and grind harder and longer for the same rewards. SSDD except even slower. Woo thats real fun. /s
Yes there is always the rage quitter. Someone probably quit when they remade the intro screen. But one who isn't -completely- tone deaf can see when the anger over a change has reached its boiling point like this has.
10
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
Yep zero consideration for the impact on the paladin as usual. Less buffing, less survivability - nobody will want a pally in the group now.
To counter these changes, the devs need to have an immediate look at pally buffing - Aura of Courage should be changed to a straight 20-25% DPS buff for everyone in aura range, added to Aura Gifts that would get us close to Into The Fray. This would also enable paladins to stack more Defence instead of HP.
Don't forget, Pallies gained most of their Defence from Bonding procs (as well as temp health via bonding boosted Power).
However, experience tells me to not hold my breath.
I'm going to have less issues going from Bondings to Augments on my Pally than my GF, both have similar levels of gear.
Pally survivability is much higher than GF, the temp hit points plus a moderate to high defense make them pretty much unkillable but this makes it harder to fine tune them to do really nice dps.
GF's on the other hand while having a major advantage with thier shield, have to actually aim it to receive any benefit from it on top of that, GF's, unlike Pallies, have no hard taunts at all as far as I am aware.
I dont think they realize the level of rage this is inducing. From my conversations we're not just looking at a few disappointed casual players quitting. We're looking at entire guilds of dedicated players moving on, unfortunately my own included.
Why would you quit if you like the game? You craft new builds, you will find new ways to play, new party compositions.. Why would entire guilds quit? What's the big deal? It's not like anyone is excluded from the nerf. Quite the contrary, this might be an interesting time to figure out the game again. Why would you quit? Because your DPS is the same in comparison to everyone? Because you need to focus more on something, give it a new thought?
The only excuse is if you bought your r12 bondings yesterday, I would explode with rage. Otherwise.. Who cares.
What do you mean figure out the game and your character ?
You already know what you need. How much you need it and what is needed or wanted to finish certain dungeons.
Unless you do not do new dungeons and are completely skipping all of the new HAMSTER.
The dungeons difficulty is not going down with the stats ... It is staying the same.
For example DPS players might need to do new stat theory. As a CW, capping crit is essential to most builds, though with the idea that you can have 80k power even with capped crit and even more power with powershare from meta party.
Forget about that now, it's unreliable. You can't rely on powershare, you can't get crit from Bondings because on bosses you might be screwed, you have to get arp somewhere else.
Maybe a new build, maybe a new stat theory besides "cap everything and get as much power as possible" Maybe, don't know know, because I haven't tested anything. nobody did.
And while i do see your point. I am seriously wondering what will happen to DCs and Tanks ..
The DPS is not really our main concern.
And i was positive they would analyze all of the effects of this change, before posting this HAMSTER. But now i am not so sure.
I want it black on white, what do they think bondings actually do for Pallies and DC's. How that will affect our gameplay, buffs and debuffs and the difficulty of the dungeons. What happens when you can not count on your stats any more, and the healing crit, debuff and buffs get unreliable.
Has anyone thought about that ? And if they did , what was the consensus about this.
4
jumpingmorksMember, NW M9 PlaytestPosts: 876Arc User
People stop doing like everything is unplayable with those changes. it's pathetic. You haven't even calculated anything yet, haven't made suggestion for new ways to balance stats, haven't crafted new builds, haven't tried anything. naaah you know right away everything is unplayable. Without any testing.
If a month in all end game turns out to be unplayable, well I'll be the first to throw a stone. But a day into announcement saying "aaa my toon is unplayable" That's pathetic, that's just pathetic.
Some have said that yes, most haven't. A recurrent theme here I AM seeing is that Cryptic are replacing one BiS meta, Bonding Stones, with all the variation in companions we have to choose from and changing it to the new meta, Bulette with 3xEldritch.
The problem I see it is, they are removing one problem, replacing it with another and kicking the can down the road.
I wouldn't recommend selling Bonding stones at all right now, if the new meta is Augments once more and Bulettes become as expensive as Legendary mounts, we are going to be having this conversation again 6 months after they release this change, which from the looks of it will be mod 12.5.
Wait, this is not going live yet. Right ? I mean, this is still just an idea... right ? It will take time to debate this... they would not just go with it in a week or something... right ?????
Come on people don't scare me like that...
not an idea they will implement it unless we can help overturn this nonsense.. it's going on preview tomorrow i think.. utter bs if you ask me.
I dont think they realize the level of rage this is inducing. From my conversations we're not just looking at a few disappointed casual players quitting. We're looking at entire guilds of dedicated players moving on, unfortunately my own included.
Why would you quit if you like the game? You craft new builds, you will find new ways to play, new party compositions.. Why would entire guilds quit? What's the big deal? It's not like anyone is excluded from the nerf. Quite the contrary, this might be an interesting time to figure out the game again. Why would you quit? Because your DPS is the same in comparison to everyone? Because you need to focus more on something, give it a new thought?
The only excuse is if you bought your r12 bondings yesterday, I would explode with rage. Otherwise.. Who cares.
What do you mean figure out the game and your character ?
You already know what you need. How much you need it and what is needed or wanted to finish certain dungeons.
Unless you do not do new dungeons and are completely skipping all of the new HAMSTER.
The dungeons difficulty is not going down with the stats ... It is staying the same.
For example DPS players might need to do new stat theory. As a CW, capping crit is essential to most builds, though with the idea that you can have 80k power even with capped crit and even more power with powershare from meta party.
Forget about that now, it's unreliable. You can't rely on powershare, you can't get crit from Bondings because on bosses you might be screwed, you have to get arp somewhere else.
Maybe a new build, maybe a new stat theory besides "cap everything and get as much power as possible" Maybe, don't know know, because I haven't tested anything. nobody did.
And while i do see your point. I am seriously wondering what will happen to DCs and Tanks ..
The DPS is not really our main concern.
And i was positive they would analyze all of the effects of this change, before posting this HAMSTER. But now i am not so sure.
I want it black on white, what do they think bondings actually do for Pallies and DC's. How that will affect our gameplay, buffs and debuffs and the difficulty of the dungeons. What happens when you can not count on your stats any more, and the healing crit, debuff and buffs get unreliable.
Has anyone thought about that ? And if they did , what was the consensus about this.
Let's face it. Maybe it will lead to meta in which 4 out of 5 spots are not reserved for GF, OP and 2 DCs, or at least 3 out of 5 for 2DCs and OP. Bondings play a massive role. I will certainly not cry about that I'll tell you that. It's not like the game is in a great state now and they ruining it. People are only accustomed to what is, and fail to see how terrible the meta balance is.
Oh and I have my worries, I base my build on bondings just as anyone else. I seriously doubt this is worse than what we have know.
You know... with a bubble change, key change , nerf to DC's AA, some of us got angry at the way Cryptic treats us. No matter what we say, the change goes. People who invest in this game every month for years.
I am serious .. this has to be a joke or something. How disconnected from us to they have to be to think this is a good idea ?
A simple idea to make pets with bondings or eldritch on par with augments would be to remove the % from eldritch stones on augments.
That way you could either have :
- 100% stats and uptime (augment) - 195% stats, 50% uptime and pet skills (pet + bondings) - 76.5% stats, 100% uptime and pet skills (pet+eldritchs)
Eldritch would probably still be at a disadvantage since they don't add any stats to your pet and might need some love, but that seems to me like a good way to get all options viable.
:: Watch out for incoming stones and pitchforks ::
A simple idea to make pets with bondings or eldritch on par with augments would be to remove the % from eldritch stones on augments.
That way you could either have :
- 100% stats and uptime (augment)
- 195% stats, 50% uptime and pet skills (pet + bondings)
- 76.5% stats, 100% uptime and pet skills (pet+eldritchs)
Eldritch would probably still be at a disadvantage since they don't add any stats to your pet and might need some love, but that seems to me like a good way to get all options viable.
:: Watch out for incoming stones and pitchforks ::
I like this. 3 "relatively" balanced options. stats, double stats in burst, less stats + companion skills (debuff maybe). the balance to content is purely theoretical, though I like having options.
While i don't have a problem with reducing a bit the % of stats that bondings provide, it's absolute non-sense to give them an uptime of 50%. Players can't work with inconsistent stats, that's a nightmare to optimize, this is plain stupid. The overall change is way too much, destroying bondings when you say "we still want them to be 1st choice").
Bondings were a huge investment for everyone, months of grind and / or lots of $$$ involved. Remember that bondings are currently 1st choice, better stuff because it only drop from lockboxes / comes with zen market pets. You know that this is a "premium" item not available aside from zen market (either lockbox keys or companions).
I'm all the way up for increasing the use of augments companions, increase the diversity in terms of builds, companions, etc. But destroying bondings that much when you know it's the first investment any person have to make (and i'm ok with that, "premium" item being better, can still be grinded), no. Just no. Especially if we don't get anything in return, and that seems to be the case.
Remember when Lostmauth set "was affecting majority of players so that we decided to implement a vendor to trade your set for another one of same quality" ? Well we should AT LEAST be able to trade our bondings if ever it's going to be out of the meta. But please, please reconsider these changes. They're too important for the entiere playbase, and for the sake of the game (running ToNG with augments or inconsistent stats, YAY!) to rush it with some really bad changes like that.
Its a potential game killer. Are players getting too strong? Absolutely, no argument. That's not a reason to completely nerf an aspect of the player development that allows non-BiS players to run and complete tough content. When BiS players get too strong, you know what you do? Make tougher content!
I know Tomb of the Nine Gods was just released and requires 12k IL to enter, but why not scale it upwards along will ALL the other dungeons? Have 13k, 14k, 15k, 16k, 17k versions of it. Do the same thing with ALL LvL 70 dungeons. Remember when Valindra's Tower required interacting with those cocoon things on the outside to stop adds from spawning? Most people who have joined the game in the last 2 years probably haven't even experienced that aspect of the Valindra fight. Or how about the portal phase at the end of Malabog's Castle?
Should keep the bonding stones uptime at 100%, maybe reduce the % players receive, but even that shouldn't be done. Don't nerf what helps players actually play the content at a reasonable level.
I repeat what I said above, potential game killer. Bonding Stones are among the most important items you can have in NWO. You're hurting the ENTIRE player base with this potential move. Just a month ago everyone had to adjust to a new level of armor pen/resistance ignored, but at least they had their bonding stones to help in the process. With these proposed changes players have only 3 options:
1. use guild armor pen boon, if lucky enough to be a guild ranked high enough to have that at a decent amount
2. completely change ALL of their gear and artifacts to reach 85% resistance ignored on a permanent basis
3. stack Dark Enchantments in their offensive slots, reducing power/crit/recovery
Any of those changes drastically changes how well their character(s) perform in group content. Remember, a LARGE majority of the player base is not BiS and even those that are BiS often aren't spec'd to actually perform as BiS. Most of the player base is happy to run the content in a reasonable amount of time: Fangbreaker Island in 30-40 minutes, Spellplague in 30-40 minutes, Tomb of the Nine Gods in 45 minutes. What will happen with these changes are those dungeons WILL NOT get played. Why? Because they'll become too long, too inconsistent, and the drop rate of good items is too low to even consider running them.
HR: Vretzen GWF: Vretzina OP: Vee DC: Evee CW: nezterV
> @jumpingmorks said: For Tank tanks and I can't speak for TONG, augments are fine for everything, you'll have no issues tanking anything up to CN with just rank 8's, I have an ALT GF just so geared, he doesn't have a stone of companion right now and has no problem with anything up to CN.
The problem isn't with T1/T2 dungeons. Everything up to CN won't be the problem. Endgame content and dungeons, however, will be. I'm not a BiS gf but I'm not far from it. If they would stop introducing new gear for a few months and forcing me to change my gear every couplr of mods, I'd be BiS in no time! The problem will be my survivability the T3+ dungeons and related content.
My biggest concern is the bondings. I get you need to get them toned down even though you said in the past that they worked as intended. And I will accept a reduction in bonding's percentage, however I feel the cooldown is too much. I should be able to keep the bondings if I want to and don't go into augments. But now with the cooldown I'll have to switch or change my enchantments all over and do unnecessary changes and upgrades out of the blue. Reason is Armor Penetration. Lots of people take their resistance ignored through their companions. I can't have 85% of armor pen in one second but that dropping to 15% on another just waiting for the uptime. That means that I will have to upgrade darks or change many of my character's gear so that I can get all that 85% RI needed from my basic gear.
Maybe a new build, maybe a new stat theory besides "cap everything and get as much power as possible" Maybe, don't know know, because I haven't tested anything. nobody did.
Maybe you know why we are all have our concerns after you got tombs on ps4....
Comments
What about us tanks? Nerfing bondings will severely impact our survivability! And I'd love to see how the dps will be able to kill ads quick enough with a large reduction in power, if the tank can't survive long enough for them to do it?
I've been playing since just after launch on Xbox, I survived through mod 6, held my ground during coalgate, I've ground all content until I've passed out on numerous occasions. I put real money into this game, not as much as some, but still more than any other game I have EVER owned & ive been gaming for 30+ years!!!
The refining changes I can understand and actually welcome, but the bondings.....
I don't get it, could you please explain with what math you got this statement?
to the one making these x% up time or every x second stuff , please stop making these kind of items.any non consistent crit/arp is not good for most people.
the bonding fix better be around nerfing current 285% stat transfer with 100% up time to something like 180%~210% stat transfer with 100% up time.
I mean, this is still just an idea... right ? It will take time to debate this... they would not just go with it in a week or something... right ?????
Come on people don't scare me like that...
I do think that the numbers currently proposed are a bit low. As mentioned by many, stats with a 50% uptime are hard to balance and I think the the total stats % might need to be higher to make bondings worth using.
On the other hand, I do like the idea of a trader, similar to the Lostmauth set Trader (or the same guy with new options) allowing you to trade bondings for a different runestone. That would make reworking our characters a wee bit less painful, and expensive ...
You haven't even calculated anything yet, haven't made suggestion for new ways to balance stats, haven't crafted new builds, haven't tried anything.
naaah you know right away everything is unplayable. Without any testing.
If a month in all end game turns out to be unplayable, well I'll be the first to throw a stone.
But a day into announcement saying "aaa my toon is unplayable"
That's pathetic, that's just pathetic.
[PS4] Alliance - House Stargaryen
People , stop selling your R12.
Do not regret it.
We do not have all of the informations , it is important to know when and if this is going live yet, before you make such a decision.
Oerbek, if you are seeing this and are online. Go stop guildies from panic selling their HAMSTER. Please...
Bondings aren't just used to boost offensive capability, (as mentioned by others) they are used to balance stats that require 100% uptime, such as armor pen, defence & lifesteal.
The 50% downtime will mean dangerous fluctuations and many players will need to switch to augments just for the reliability.
The net result of this will most likely be all players (those that remain) running augments with Power or Crit runestones stacked with armor pen gear.
So RI will balance, crit chance will drop by ~25% and power will remain the same (with 3x r14 empowered)
or
crit chance will drop by ~10% and power will drop by 6k (with 3x r14 Profane)
This is excluding the powersharing from DC and OP which in dungeon groups could translate into a power loss of up to an extra 90k.
Just going with 3xr14 Bondings (and gaining RI elsewhere) would result in an offensive stat loss of roughly the same, bearing in mind that offence bondings will have half the power of Empowered, multiplied by 1.45 then halved for 50% uptime.
So 3xbonding = 2.28k power over 30 secs whereas 3xempowered = 6k power with 100% uptime. Adding the extra 22.5% stat boost from gear (45% divided by 2 to average out) means using bondings should equal a significant stat loss compared to augments.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
- Consider 100% uptime for bondigns. 50% uptime make things unpredictable -> hard to balance stats (crit and armpen are important to balance correctly) -> players angry.
- Consider giving players more power not depending on the companion. I dont know the best way to do this, equipement, artifacts, enchants, more slots, I dont know but I feel that companions should add power but not more power than the character has. Bondigs allways gave me a bad feeling because of this. Sometimes the companion didnt get into the combat and I felt so unpowered those times.
- I think this might be impossible to code but consider making all the companions augments that can attack and proc bondings and balance the %s of bondings and other sources because we dont want to return to those times were everyone had the same companion...
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
- on refining items/points changes - ok, I can live with that.
- on bonding runes changes - I would love the bondings adjusted so that non-augment and augment companions are standing to par, since so far it has either been "everyone runs an augment" or "everybody runs a non-augment". What I would like to see is both types of companion being an equally viable option. Which to me means that either the bondings should be nerfed in their boost or in the uptime, and definitely not both, to bring them in line with the maximum possible boost from augments.
Here's my five cents, have a candy.
Personally I run a Hybrid DPS Tank, which means I'll likely go from bondings to augments but this will mean no more soloing IWP HE's.
For Tank tanks and I can't speak for TONG, augments are fine for everything, you'll have no issues tanking anything up to CN with just rank 8's, I have an ALT GF just so geared, he doesn't have a stone of companion right now and has no problem with anything up to CN.
Forget about that now, it's unreliable. You can't rely on powershare, you can't get crit from Bondings because on bosses you might be screwed, you have to get arp somewhere else.
Maybe a new build, maybe a new stat theory besides "cap everything and get as much power as possible"
Maybe, don't know know, because I haven't tested anything. nobody did.
[PS4] Alliance - House Stargaryen
These people talk about how hard and time consuming it is to come up with new content. Well yea! Especially when you spend your time reconfiguring for changes that no one asked for!
On top of that we're talking real work and investment that people have put into items to obtain a specific set of abilities relative to known content. Now we're being asked to accept a handicap while paying out MORE work and money to get what? New content? ...more fun? Better rewards? No. More grind and more investment to get back to a weaker character and grind harder and longer for the same rewards. SSDD except even slower. Woo thats real fun. /s
Yes there is always the rage quitter. Someone probably quit when they remade the intro screen. But one who isn't -completely- tone deaf can see when the anger over a change has reached its boiling point like this has.
Pally survivability is much higher than GF, the temp hit points plus a moderate to high defense make them pretty much unkillable but this makes it harder to fine tune them to do really nice dps.
GF's on the other hand while having a major advantage with thier shield, have to actually aim it to receive any benefit from it on top of that, GF's, unlike Pallies, have no hard taunts at all as far as I am aware.
I am seriously wondering what will happen to DCs and Tanks ..
The DPS is not really our main concern.
And i was positive they would analyze all of the effects of this change, before posting this HAMSTER.
But now i am not so sure.
I want it black on white, what do they think bondings actually do for Pallies and DC's.
How that will affect our gameplay, buffs and debuffs and the difficulty of the dungeons.
What happens when you can not count on your stats any more, and the healing crit, debuff and buffs get unreliable.
Has anyone thought about that ?
And if they did , what was the consensus about this.
The problem I see it is, they are removing one problem, replacing it with another and kicking the can down the road.
I wouldn't recommend selling Bonding stones at all right now, if the new meta is Augments once more and Bulettes become as expensive as Legendary mounts, we are going to be having this conversation again 6 months after they release this change, which from the looks of it will be mod 12.5.
Galactic underwear...
I will certainly not cry about that I'll tell you that. It's not like the game is in a great state now and they ruining it. People are only accustomed to what is, and fail to see how terrible the meta balance is.
Oh and I have my worries, I base my build on bondings just as anyone else.
I seriously doubt this is worse than what we have know.
[PS4] Alliance - House Stargaryen
You know... with a bubble change, key change , nerf to DC's AA, some of us got angry at the way Cryptic treats us.
No matter what we say, the change goes.
People who invest in this game every month for years.
I am serious .. this has to be a joke or something.
How disconnected from us to they have to be to think this is a good idea ?
:: Take out a riot shield ::
A simple idea to make pets with bondings or eldritch on par with augments would be to remove the % from eldritch stones on augments.
That way you could either have :
- 100% stats and uptime (augment)
- 195% stats, 50% uptime and pet skills (pet + bondings)
- 76.5% stats, 100% uptime and pet skills (pet+eldritchs)
Eldritch would probably still be at a disadvantage since they don't add any stats to your pet and might need some love, but that seems to me like a good way to get all options viable.
:: Watch out for incoming stones and pitchforks ::
the balance to content is purely theoretical, though I like having options.
[PS4] Alliance - House Stargaryen
Bondings were a huge investment for everyone, months of grind and / or lots of $$$ involved. Remember that bondings are currently 1st choice, better stuff because it only drop from lockboxes / comes with zen market pets. You know that this is a "premium" item not available aside from zen market (either lockbox keys or companions).
I'm all the way up for increasing the use of augments companions, increase the diversity in terms of builds, companions, etc. But destroying bondings that much when you know it's the first investment any person have to make (and i'm ok with that, "premium" item being better, can still be grinded), no. Just no. Especially if we don't get anything in return, and that seems to be the case.
Remember when Lostmauth set "was affecting majority of players so that we decided to implement a vendor to trade your set for another one of same quality" ? Well we should AT LEAST be able to trade our bondings if ever it's going to be out of the meta.
But please, please reconsider these changes. They're too important for the entiere playbase, and for the sake of the game (running ToNG with augments or inconsistent stats, YAY!) to rush it with some really bad changes like that.
Its a potential game killer. Are players getting too strong? Absolutely, no argument. That's not a reason to completely nerf an aspect of the player development that allows non-BiS players to run and complete tough content. When BiS players get too strong, you know what you do? Make tougher content!
I know Tomb of the Nine Gods was just released and requires 12k IL to enter, but why not scale it upwards along will ALL the other dungeons? Have 13k, 14k, 15k, 16k, 17k versions of it. Do the same thing with ALL LvL 70 dungeons. Remember when Valindra's Tower required interacting with those cocoon things on the outside to stop adds from spawning? Most people who have joined the game in the last 2 years probably haven't even experienced that aspect of the Valindra fight. Or how about the portal phase at the end of Malabog's Castle?
Should keep the bonding stones uptime at 100%, maybe reduce the % players receive, but even that shouldn't be done. Don't nerf what helps players actually play the content at a reasonable level.
I repeat what I said above, potential game killer. Bonding Stones are among the most important items you can have in NWO. You're hurting the ENTIRE player base with this potential move. Just a month ago everyone had to adjust to a new level of armor pen/resistance ignored, but at least they had their bonding stones to help in the process. With these proposed changes players have only 3 options:
1. use guild armor pen boon, if lucky enough to be a guild ranked high enough to have that at a decent amount
2. completely change ALL of their gear and artifacts to reach 85% resistance ignored on a permanent basis
3. stack Dark Enchantments in their offensive slots, reducing power/crit/recovery
Any of those changes drastically changes how well their character(s) perform in group content. Remember, a LARGE majority of the player base is not BiS and even those that are BiS often aren't spec'd to actually perform as BiS. Most of the player base is happy to run the content in a reasonable amount of time: Fangbreaker Island in 30-40 minutes, Spellplague in 30-40 minutes, Tomb of the Nine Gods in 45 minutes. What will happen with these changes are those dungeons WILL NOT get played. Why? Because they'll become too long, too inconsistent, and the drop rate of good items is too low to even consider running them.
GWF: Vretzina
OP: Vee
DC: Evee
CW: nezterV
Leader - Valaraukari Ascension
For Tank tanks and I can't speak for TONG, augments are fine for everything, you'll have no issues tanking anything up to CN with just rank 8's, I have an ALT GF just so geared, he doesn't have a stone of companion right now and has no problem with anything up to CN.
The problem isn't with T1/T2 dungeons. Everything up to CN won't be the problem. Endgame content and dungeons, however, will be. I'm not a BiS gf but I'm not far from it. If they would stop introducing new gear for a few months and forcing me to change my gear every couplr of mods, I'd be BiS in no time!
The problem will be my survivability the T3+ dungeons and related content.
im tired of changes that straight up destroy all our work.
But now i just can not find it...