You are going to have lowbies and new players attempting to use the 2 DC, OP meta in ETOS and ELOL. This will further destroy the game. This bonding change can't happen, it is a horrible mistake.
Sorry if you didnt understand i meant the opposite.
Hmmm! Lowbies and new players are not using bonding, right? Or, they are these days. For me, using bonding are not exactly lowbie or new players.
Chances are they are suing r8, r9, r10... Its not about r12 or nothing. They may also have just 1 or 2.
If they are using less than 100% multiplier, they should be using augment pet. That was what I used and I was okay to go to eLOL and eTOS.
I agree, if you check R8 gives 35% X 3 = 105% R9 gives 50%X3 = 150% and R10 gives 65X3=195% all above the limits you said On top even if you were to use r7, not everyone can afford to keep leveling and switching companions to purple even if augment.
Which also brings another aspect of the nerf to bonding. We all focused on rank 12 while juts imaginne how much the people with r8,r9,r10 will get hit.
Hmmm! Lowbies and new players are not using bonding, right? Or, they are these days. For me, using bonding are not exactly lowbie or new players.
Chances are they are suing r8, r9, r10... Its not about r12 or nothing. They may also have just 1 or 2.
If they are using less than 100% multiplier, they should be using augment pet. That was what I used and I was okay to go to eLOL and eTOS.
I agree, if you check R8 gives 35% X 3 = 105% R9 gives 50%X3 = 150% and R10 gives 65X3=195% all above the limits you said On top even if you were to use r7, not everyone can afford to keep leveling and switching companions to purple even if augment.
Which also brings another aspect of the nerf to bonding. We all focused on rank 12 while juts imaginne how much the people with r8,r9,r10 will get hit.
R8 percentage is not changed. R9 and R10 (and higher) are. However, if they are using R9 and R10, are they really lowbie or new? 4 of 5 of my main toons are using R9/R10 and they cover all contents. They are not the top tier but they are not lowbie in my book though. Anyway, it is just a matter of opinion.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
R8 percentage is not changed. R9 and R10 (and higher) are. However, if they are using R9 and R10, are they really lowbie or new? 4 of 5 of my main toons are using R9/R10 and they cover all contents. They are not the top tier but they are not lowbie in my book though. Anyway, it is just a matter of opinion.
I guess we can call them mid range I suppose, but hardly the kind of players, that one can notice the power creep we are talking about On top that doesn't change the fact that they will lose stats despite the fact that they are not Over Powered.
For doing the content it takes more than a R9. The team one is running with and his own experience, rest of gears play far more important role. On the other hand because one can do all the content with r9 doesn't mean everyone can, or should.
But you will agree that in general a new-ish player with r9 will have a bit harder time on new mod or completing all the content.
In general, ownership of an item does't indicate time played/experience. If i start tomorrow and win a legendary mount that doesn't make me end game right?
3
plasticbatMember, NW M9 PlaytestPosts: 12,456Arc User
R8 percentage is not changed. R9 and R10 (and higher) are. However, if they are using R9 and R10, are they really lowbie or new? 4 of 5 of my main toons are using R9/R10 and they cover all contents. They are not the top tier but they are not lowbie in my book though. Anyway, it is just a matter of opinion.
I guess we can call them mid range I suppose, but hardly the kind of players, that one can notice the power creep we are talking about On top that doesn't change the fact that they will lose stats despite the fact that they are not Over Powered.
For doing the content it takes more than a R9. The team one is running with and his own experience, rest of gears play far more important role. On the other hand because one can do all the content with r9 doesn't mean everyone can, or should.
But you will agree that in general a new-ish player with r9 will have a bit harder time on new mod or completing all the content.
In general, ownership of an item does't indicate time played/experience. If i start tomorrow and win a legendary mount that doesn't make me end game right?
I agree that they should be mid range. I was wrong saying my 4 of 5 main toons (with R9/R10) cover all content. I mean they can cover all content except the end game dungeon and that means ToNG. To be more specific, they can cover all solo content.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
It is quite odd to claim that new players and lowbies do not have high rank bondings anyway. The first thing we tell new players is to go for bondings, gear pets, run IG, etc.
That started with my post asking:
Hmmm! Lowbies and new players are not using bonding, right? Or, they are these days. For me, using bonding are not exactly lowbie or new players.
I am not claiming anything because I really don't know. I was just surprised. Wait! How does new player run IG? I guess I am missing something. What is a "new player" in the context?
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
I'm still seeing arguments about the power of bondings and balancing power creep. this has nothing to do with power creep, It's about giving high geared players new progression targets to spend money on.
If they were concerned about players becoming too powerful we wouldn't have seen:
* mount insignias * mount insignia bonus powers * 5 Legendary companion bonuses * new artifact with +50% DPS as it's active power * enchantments going to rank 14 with an extra 300 pts each (so 6.3k stat points in total) * a new higher rank on weapon enchantments * more boons with every new campaign
If they were concerned about power they would have either JUST nerfed bondings and added nothing else or removed power sharing via companion, thus dropping team Power stats by 100-200k per player.
This has nothing to do with power, it's about months of extra progression, which means extra spending.
Anything else is just smoke and mirrors.
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
Bonding runestones were not adjusted due to power creep. They were adjusted due to being so far out of line with the rest of runestones/companions. It was something on our radar for a long time, and where it may have been easier to accept if it had happened sooner, it still needed to happen.
The refinement changes were something we already had plans for and were working on. With that coming down the line, we knew that any changes to bonding runestones needed to happen before players started investing in T13 and T14 bonding runestones and that is why these changes are all bundled together.
At this point we are still going forward with the bonding runestones as they are now. We realize there are other issues in the game and those are all things to be looked at independently of this. Bonding runestones do need to be brought closer in line with the rest of the companion system, and these changes still leave them out in front as the most powerful choice for most players.
@noworries#8859 The thing is, this still changes fkin nothing. You say "adjust so it matches other comps", meanwhile in group runs with augments, you can maybe get 30k power from a DC while with bondings you get 150k power from that same DC, regardless of are they the M12 or M12b. So, in advance, apologies for being rude, but that sounds like complete HAMSTER. If it really was an issue you would've just put a higher percentage on augments and eldritch runestones and enabled power share on augments, but that's not it, isn't it?
Bonding runestones were not adjusted due to power creep. They were adjusted due to being so far out of line with the rest of runestones/companions. It was something on our radar for a long time, and where it may have been easier to accept if it had happened sooner, it still needed to happen.
The rest of the runestones are trash, fix those. Ignore your player base and they'll all leave, no one wants to work back up to their current stats, there's no progression there.
Bonding runestones were not adjusted due to power creep. They were adjusted due to being so far out of line with the rest of runestones/companions. It was something on our radar for a long time, and where it may have been easier to accept if it had happened sooner, it still needed to happen.
The refinement changes were something we already had plans for and were working on. With that coming down the line, we knew that any changes to bonding runestones needed to happen before players started investing in T13 and T14 bonding runestones and that is why these changes are all bundled together.
At this point we are still going forward with the bonding runestones as they are now. We realize there are other issues in the game and those are all things to be looked at independently of this. Bonding runestones do need to be brought closer in line with the rest of the companion system, and these changes still leave them out in front as the most powerful choice for most players.
despite that evidence has been brought forward and confirmed to be taken note of, that you can make other runestones more powerful and more viable without lowering the bonding percentage, and bring bondings effectiveness more in line with other re-adjusted runestones by removing the multiplyer from buffers that go through the companion then back to the player, the devs are still dead set on the nerf.
I'm really having no other option here than to call it a cash grab/resale. this discussion thread was suppose to help both sides come to an agreement right? that's why there is a preview server and a want for feedback. why did any of us even contribute if it ment we would be disregarded?
Alright, another one of my usual posts comin' your way.
If being "in line" was the issue, you wouldn't nerf bondings because you know that power share still makes them better than augments. No, this is about something else. I've had enough of playing the nice guy, trying to rationally talk this through, but oooooh boi here we go.
So, for starters, "it isn't because of the power creep"... so the mods and devs statements' validity last less than eastern European peace treaties? Anyways, back on topic. You can't fix 2 things being "in line" if one was developed and introduced literally a few mods before the other. Why don't you then just make all our main hands equal to be "in line" with the others?
Now if the issue truly is "being in line", why don't you 1st work on balancing your classes so the DPS is "in line" with others? It's seriously irritating that you can have 2 classes that are supposed to have the same role (eg TR and HR) yet one performs so much better than others that it's stupid. THAT should take priority. Not spitting in people's faces. Knowing the fact that augments are already dead and no one really gives a damn about them besides people stuck in 2015.
Now, pardon me if I sound aggressive, that's probably because I'm trying to sound aggressive to emphasize the utter disappointment I have in the "game" right now. You're supposed to fight FOR your customers, giving them more content, and making people able to do MORE content as opposed to less, but that just shows how archaic my thinking is. It's like that Sims 3 vs Sims 4 thing, you can buy Sims 4, pay more for it, and get less! How nice is EA to give us that beautiful offer. I mean, I think that we would've advanced FURTHER as a civilization if we all wore rocks instead of hats for 10,000 years, or used floating rocks as companions from about the same age Genghis Khan was conquering the world. Realize that NO ONE cares about augments. No one will EVER use them just because of how weak they are. The way to make them equal to bondings is NOT to nerf bondings but to buff augments. Did that ever come across your mind? BUFF AUGMENTS.
Getting these inconsistent answers is really the worst. With M12 going well, I planned on investing more money into the game, but the only thing I'm gonna invest into now is the effort it takes to press right click and delete on the game folder.
Cheerios, lads. That's it for my anger-filled post that actually makes sense unlike a lot of things in this thread, but whatever, I don't even care anymore. I tried to show them that they're making the wrong call, they ignored it, and that's it.
Just a quick note to those who keep referencing 4x Power Share through companions. That 4x comes from what used to be 1x direct + 2.85x through bondings + 0.15x on legendary active.
That 4x number isn't accurate anymore right now, because that 0.15x Legendary Active got increased (from 0.16x with 1 orange pet, all the way to 0.31x with 5 orange pets). So on live right now, we are looking at 4.01x to 4.16x power share amplified through bondings (assuming you hit both pet and owner with all sources of power share).
Be advised that in the new system, this is getting reduced because of the bonding nerf. Looking at 3x R12 bondings in the new system, we go from 2.85x to 1.65x. If you manage to get to 3x R14 bondings, then you get to edge back up to 1.95x.
For example, in the new system, with 1 legendary and 3x R12 it comes out to 1x + 1.65x + 0.16x = 2.81x power share. So (4.01 - 2.81)/4.01 = 0.29925187032 ~ 30% reduction in power being shared vs. live.
And at max, with 5 legendary and 3x R14 it comes out to 1x + 1.95x + 0.31x = 3.26x power share. So (4.16 - 3.26)/4.16 = 0.21634615384 ~ 18% reduction in max possible power being shared vs. live.
So I'd say it's more accurate to say we are looking at ~3x power share under the new mechanics. That's still very noticeable, but definitely less than on liver right now.
Additionally, unless they make a change to this (and I think that they should), the duration = cooldown means that you need to exactly time AA (and possibly BoB) in order to get it in place right before bonding procs. For those of you that remember the days of fast-procing bonding companions, we're taking a step back in that direction again.
My point is that power sharing is getting a pretty big haircut with these changes. It's still very powerful, but noticeably less so than on live.
I personally agree with the sentiment that power sharing and buffs should be reviewed together. Removing all of the power transfer through bondings would immediately remove the viability of power-share builds (vs. pure DO buffer). I think an eventual solution can absolutely involve the removal of this transfer (although it doesn't necessarily have to), but it should be balanced with buffs in order to provide viable tradeoffs between AC vs. DO DCs and other support classes.
On a side note, I think that people in general are susceptible to following trends. One side benefit of this random queue business is that it may open people's eyes that 2DC is perhaps not as necessary as many people believe.
4
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
Bonding runestones were not adjusted due to power creep. They were adjusted due to being so far out of line with the rest of runestones/companions. It was something on our radar for a long time, and where it may have been easier to accept if it had happened sooner, it still needed to happen.
The refinement changes were something we already had plans for and were working on. With that coming down the line, we knew that any changes to bonding runestones needed to happen before players started investing in T13 and T14 bonding runestones and that is why these changes are all bundled together.
At this point we are still going forward with the bonding runestones as they are now. We realize there are other issues in the game and those are all things to be looked at independently of this. Bonding runestones do need to be brought closer in line with the rest of the companion system, and these changes still leave them out in front as the most powerful choice for most players.
Do you have any plans to change the powershare how it works to achieve your above goal ? Tell me a reason why i should use an augment and the "reworked other runestones" ?
So I get that instead of fixing the bazillions bugs, even minors that runs in the game and are reported for quite long time, you use that time to nerf people and sell their power back for dozens millions. Who talk about improving the game resovling the MASSIVE amount of bugs in every domains (powers, tooltips, minor bugs like Chult professions, etc etc etc) when you can milk the hell out of people, creating another mass exodus?
Players are never listened on these decisions: coalgate? keygate? now this. I don't even understand why you keep creating feedback threads like this because you ignore every kind of feedback. The only thing you're doing is going "back" on some things like the uptime, classic strategy. Afraid people with huge changes and finally sell them what you wanted in the first place.
One word, again and again. Disgusting. This game has a huge potential, massive. But you don't seem like you want people to play it.
It's not due to power creep! Lol. I can't even. You can polish it and put glitter on it, but it's still a "you know what". All, I mean, ALL, of these proposed changes will affect ALL players. And still you insist its a good thing and beneficial for the majority of the player base. No, just no. I have stuck with you, supported the game, through so many bad decisions (key-gate , coal - gate, voningblood!) But these changes. No. Just no. It seems you are determined to push these through. No matter what the community think. As I said earlier ciao, adios. I loved this game. Really loved it.
Bonding runestones were not adjusted due to power creep. They were adjusted due to being so far out of line with the rest of runestones/companions. It was something on our radar for a long time, and where it may have been easier to accept if it had happened sooner, it still needed to happen.
The refinement changes were something we already had plans for and were working on. With that coming down the line, we knew that any changes to bonding runestones needed to happen before players started investing in T13 and T14 bonding runestones and that is why these changes are all bundled together.
At this point we are still going forward with the bonding runestones as they are now. We realize there are other issues in the game and those are all things to be looked at independently of this. Bonding runestones do need to be brought closer in line with the rest of the companion system, and these changes still leave them out in front as the most powerful choice for most players.
I implore you to review the decision that set duration = cooldown on the new bonding stones.
This is taking us back to the day where fast-procing companions were a must, because otherwise you would have gaps between your companion's gift duration ending and the next re-proc. If duration = cooldown, only fast-proc companions can achieve anywhere close to 100% uptime (and it's never going to be 100% uptime, at best around 95% uptime with the companions taking about a second to reapply Gift after the duration expires).
This also causes strange interactions with power sharing, where the brief power share (like AA) can be "locked in" at the right moment when the Companion's Gift proc "snapshots" the companion stats for transfer. One downside is that it prevents consistent power share in battle by only checking the companion power every ~15 seconds. It also makes it that any AA cast right at the start of battle gets a 15 second duration on the companion's gift. Skilled DCs will be able to work around the timing in a lot of cases, and this 15sec duration will contribute to a really messy and confusing system.
I strongly urge you to reexamine the change that prevents Companion's Gift from being refreshed while it is still active. In my opinion, restoring the current behavior will be much better in the interim before buffs and power sharing are reworked altogether.
5
inyawayupdeepMember, NW M9 PlaytestPosts: 206Arc User
If it wasn't about the power creep or the money then just give all current runestones two free ranks, we won't loose out as much and won't have to pay to get back to where we were. others can still choose whatever stones they think will benefit them the most from now going forward.
Just a quick note to those who keep referencing 4x Power Share through companions. That 4x comes from what used to be 1x direct + 2.85x through bondings + 0.15x on legendary active.
That 4x number isn't accurate anymore right now, because that 0.15x Legendary Active got increased (from 0.16x with 1 orange pet, all the way to 0.31x with 5 orange pets). So on live right now, we are looking at 4.01x to 4.16x power share amplified through bondings (assuming you hit both pet and owner with all sources of power share).
Be advised that in the new system, this is getting reduced because of the bonding nerf. Looking at 3x R12 bondings in the new system, we go from 2.85x to 1.65x. If you manage to get to 3x R14 bondings, then you get to edge back up to 1.95x.
For example, in the new system, with 1 legendary and 3x R12 it comes out to 1x + 1.65x + 0.16x = 2.81x power share. So (4.01 - 2.81)/4.01 = 0.29925187032 ~ 30% reduction in power being shared vs. live.
And at max, with 5 legendary and 3x R14 it comes out to 1x + 1.95x + 0.31x = 3.26x power share. So (4.16 - 3.26)/4.16 = 0.21634615384 ~ 18% reduction in max possible power being shared vs. live.
So I'd say it's more accurate to say we are looking at ~3x power share under the new mechanics. That's still very noticeable, but definitely less than on liver right now.
Additionally, unless they make a change to this (and I think that they should), the duration = cooldown means that you need to exactly time AA (and possibly BoB) in order to get it in place right before bonding procs. For those of you that remember the days of fast-procing bonding companions, we're taking a step back in that direction again.
My point is that power sharing is getting a pretty big haircut with these changes. It's still very powerful, but noticeably less so than on live.
I personally agree with the sentiment that power sharing and buffs should be reviewed together. Removing all of the power transfer through bondings would immediately remove the viability of power-share builds (vs. pure DO buffer). I think an eventual solution can absolutely involve the removal of this transfer (although it doesn't necessarily have to), but it should be balanced with buffs in order to provide viable tradeoffs between AC vs. DO DCs and other support classes.
On a side note, I think that people in general are susceptible to following trends. One side benefit of this random queue business is that it may open people's eyes that 2DC is perhaps not as necessary as many people believe.
As implemented on preview, it seems to not exactly be cooldown=duration like stated in the above dev post. It is, but there is a new mechanic at play. When bondings proc it gives a few seconds (or attacks) where the companion is allowed to proc bondings repeatedly for 3-8 seconds (about 3 attacks). This should remove some of that headache compared to a straight cooldown=duration, but is still obviously worse than the live version.
> @inyawayupdeep said: > If it wasn't about the power creep or the money then just give all current runestones two free ranks, we won't loose out as much and won't have to pay to get back to where we were. others can still choose whatever stones they think will benefit them the most from now going forward.
I would be more inclined to stay if this happened. But, sadly, it will not. That is because this isn't about bringing bondings in line with other stones (if it were, just boost the other stones to where bondings are). The devs said they wanted to give players a choice, then say bondings will still be BiS. That's not a choice. That just shows what this really is, a cash grab by reselling us stats we already had.
Comments
Sorry if you didnt understand i meant the opposite.
Which also brings another aspect of the nerf to bonding. We all focused on rank 12 while juts imaginne how much the people with r8,r9,r10 will get hit.
However, if they are using R9 and R10, are they really lowbie or new? 4 of 5 of my main toons are using R9/R10 and they cover all contents.
They are not the top tier but they are not lowbie in my book though. Anyway, it is just a matter of opinion.
For doing the content it takes more than a R9. The team one is running with and his own experience, rest of gears play far more important role. On the other hand because one can do all the content with r9 doesn't mean everyone can, or should.
But you will agree that in general a new-ish player with r9 will have a bit harder time on new mod or completing all the content.
In general, ownership of an item does't indicate time played/experience. If i start tomorrow and win a legendary mount that doesn't make me end game right?
I was wrong saying my 4 of 5 main toons (with R9/R10) cover all content. I mean they can cover all content except the end game dungeon and that means ToNG. To be more specific, they can cover all solo content.
Hmmm! Lowbies and new players are not using bonding, right? Or, they are these days. For me, using bonding are not exactly lowbie or new players.
I am not claiming anything because I really don't know. I was just surprised.
Wait! How does new player run IG?
I guess I am missing something. What is a "new player" in the context?
If they were concerned about players becoming too powerful we wouldn't have seen:
* mount insignias
* mount insignia bonus powers
* 5 Legendary companion bonuses
* new artifact with +50% DPS as it's active power
* enchantments going to rank 14 with an extra 300 pts each (so 6.3k stat points in total)
* a new higher rank on weapon enchantments
* more boons with every new campaign
If they were concerned about power they would have either JUST nerfed bondings and added nothing else or removed power sharing via companion, thus dropping team Power stats by 100-200k per player.
This has nothing to do with power, it's about months of extra progression, which means extra spending.
Anything else is just smoke and mirrors.
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
The refinement changes were something we already had plans for and were working on. With that coming down the line, we knew that any changes to bonding runestones needed to happen before players started investing in T13 and T14 bonding runestones and that is why these changes are all bundled together.
At this point we are still going forward with the bonding runestones as they are now. We realize there are other issues in the game and those are all things to be looked at independently of this. Bonding runestones do need to be brought closer in line with the rest of the companion system, and these changes still leave them out in front as the most powerful choice for most players.
The thing is, this still changes fkin nothing. You say "adjust so it matches other comps", meanwhile in group runs with augments, you can maybe get 30k power from a DC while with bondings you get 150k power from that same DC, regardless of are they the M12 or M12b. So, in advance, apologies for being rude, but that sounds like complete HAMSTER.
If it really was an issue you would've just put a higher percentage on augments and eldritch runestones and enabled power share on augments, but that's not it, isn't it?
Sounds great - so buff the other options instead, everyone's happy
I'm really having no other option here than to call it a cash grab/resale. this discussion thread was suppose to help both sides come to an agreement right? that's why there is a preview server and a want for feedback. why did any of us even contribute if it ment we would be disregarded?
If being "in line" was the issue, you wouldn't nerf bondings because you know that power share still makes them better than augments. No, this is about something else. I've had enough of playing the nice guy, trying to rationally talk this through, but oooooh boi here we go.
So, for starters, "it isn't because of the power creep"... so the mods and devs statements' validity last less than eastern European peace treaties? Anyways, back on topic. You can't fix 2 things being "in line" if one was developed and introduced literally a few mods before the other. Why don't you then just make all our main hands equal to be "in line" with the others?
Now if the issue truly is "being in line", why don't you 1st work on balancing your classes so the DPS is "in line" with others? It's seriously irritating that you can have 2 classes that are supposed to have the same role (eg TR and HR) yet one performs so much better than others that it's stupid. THAT should take priority. Not spitting in people's faces.
Knowing the fact that augments are already dead and no one really gives a damn about them besides people stuck in 2015.
Now, pardon me if I sound aggressive, that's probably because I'm trying to sound aggressive to emphasize the utter disappointment I have in the "game" right now. You're supposed to fight FOR your customers, giving them more content, and making people able to do MORE content as opposed to less, but that just shows how archaic my thinking is. It's like that Sims 3 vs Sims 4 thing, you can buy Sims 4, pay more for it, and get less! How nice is EA to give us that beautiful offer. I mean, I think that we would've advanced FURTHER as a civilization if we all wore rocks instead of hats for 10,000 years, or used floating rocks as companions from about the same age Genghis Khan was conquering the world. Realize that NO ONE cares about augments. No one will EVER use them just because of how weak they are. The way to make them equal to bondings is NOT to nerf bondings but to buff augments. Did that ever come across your mind? BUFF AUGMENTS.
Getting these inconsistent answers is really the worst. With M12 going well, I planned on investing more money into the game, but the only thing I'm gonna invest into now is the effort it takes to press right click and delete on the game folder.
Cheerios, lads. That's it for my anger-filled post that actually makes sense unlike a lot of things in this thread, but whatever, I don't even care anymore. I tried to show them that they're making the wrong call, they ignored it, and that's it.
Alea iacta est. No going back now.
That 4x number isn't accurate anymore right now, because that 0.15x Legendary Active got increased (from 0.16x with 1 orange pet, all the way to 0.31x with 5 orange pets). So on live right now, we are looking at 4.01x to 4.16x power share amplified through bondings (assuming you hit both pet and owner with all sources of power share).
Be advised that in the new system, this is getting reduced because of the bonding nerf. Looking at 3x R12 bondings in the new system, we go from 2.85x to 1.65x. If you manage to get to 3x R14 bondings, then you get to edge back up to 1.95x.
For example, in the new system, with 1 legendary and 3x R12 it comes out to 1x + 1.65x + 0.16x = 2.81x power share. So (4.01 - 2.81)/4.01 = 0.29925187032 ~ 30% reduction in power being shared vs. live.
And at max, with 5 legendary and 3x R14 it comes out to 1x + 1.95x + 0.31x = 3.26x power share. So (4.16 - 3.26)/4.16 = 0.21634615384 ~ 18% reduction in max possible power being shared vs. live.
So I'd say it's more accurate to say we are looking at ~3x power share under the new mechanics. That's still very noticeable, but definitely less than on liver right now.
Additionally, unless they make a change to this (and I think that they should), the duration = cooldown means that you need to exactly time AA (and possibly BoB) in order to get it in place right before bonding procs. For those of you that remember the days of fast-procing bonding companions, we're taking a step back in that direction again.
My point is that power sharing is getting a pretty big haircut with these changes. It's still very powerful, but noticeably less so than on live.
I personally agree with the sentiment that power sharing and buffs should be reviewed together. Removing all of the power transfer through bondings would immediately remove the viability of power-share builds (vs. pure DO buffer). I think an eventual solution can absolutely involve the removal of this transfer (although it doesn't necessarily have to), but it should be balanced with buffs in order to provide viable tradeoffs between AC vs. DO DCs and other support classes.
On a side note, I think that people in general are susceptible to following trends. One side benefit of this random queue business is that it may open people's eyes that 2DC is perhaps not as necessary as many people believe.
Tell me a reason why i should use an augment and the "reworked other runestones" ?
Who talk about improving the game resovling the MASSIVE amount of bugs in every domains (powers, tooltips, minor bugs like Chult professions, etc etc etc) when you can milk the hell out of people, creating another mass exodus?
Players are never listened on these decisions: coalgate? keygate? now this. I don't even understand why you keep creating feedback threads like this because you ignore every kind of feedback. The only thing you're doing is going "back" on some things like the uptime, classic strategy. Afraid people with huge changes and finally sell them what you wanted in the first place.
One word, again and again. Disgusting. This game has a huge potential, massive. But you don't seem like you want people to play it.
This is taking us back to the day where fast-procing companions were a must, because otherwise you would have gaps between your companion's gift duration ending and the next re-proc. If duration = cooldown, only fast-proc companions can achieve anywhere close to 100% uptime (and it's never going to be 100% uptime, at best around 95% uptime with the companions taking about a second to reapply Gift after the duration expires).
This also causes strange interactions with power sharing, where the brief power share (like AA) can be "locked in" at the right moment when the Companion's Gift proc "snapshots" the companion stats for transfer. One downside is that it prevents consistent power share in battle by only checking the companion power every ~15 seconds. It also makes it that any AA cast right at the start of battle gets a 15 second duration on the companion's gift. Skilled DCs will be able to work around the timing in a lot of cases, and this 15sec duration will contribute to a really messy and confusing system.
I strongly urge you to reexamine the change that prevents Companion's Gift from being refreshed while it is still active. In my opinion, restoring the current behavior will be much better in the interim before buffs and power sharing are reworked altogether.
Signature [WIP] - tyvm John
> If it wasn't about the power creep or the money then just give all current runestones two free ranks, we won't loose out as much and won't have to pay to get back to where we were. others can still choose whatever stones they think will benefit them the most from now going forward.
I would be more inclined to stay if this happened. But, sadly, it will not. That is because this isn't about bringing bondings in line with other stones (if it were, just boost the other stones to where bondings are). The devs said they wanted to give players a choice, then say bondings will still be BiS. That's not a choice. That just shows what this really is, a cash grab by reselling us stats we already had.