nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited March 2014
The solution in my opinion is to:
CW:
1. Change the first of the 2 CW heroic feats (Wizard's Wrath) that grant increased AoE damage to buff single target damage instead of AoE damage, and change Focussed Wizardry to 2/4/6 instead of 3/6/9
2. Reduce damage of Sudden Storm and Shard of the Endless Avalanche
3. Reduce the damage bonus from Tempest Magic and Malevolent Surge to 1/2/3/4/5
3. Increase the target cap of Repel (Mastery), Shield, Ice Storm, Maelstrom of Chaos, Entangling Force (Mastery)
4. Increase damage of Ray of Enfeeblement and Entangling Force
5. Reduce effect of High Vizier's Arcane Transference from 250 down to 150 per stack
GWF:
1. Make Deep Gash damage base off Power as per tooltip and benefit from base damage modifiers. Fix the issue which allows its damage to be affected by the originating attack/encounter
2. Swap positions of Battle Trample and Improved Reaction on IV specialization trees
3. Reduce damage reduction bonus from Sentinel's Aegis from 20% to 10%
4. Reduce Armor Specialization Feat bonus from 5/10/15 to 1/4/7 (leave it as 5/10/15 for GFs)
5. Tie Master at Arms to Bravery or alternatively remove the bonus AC from it
6. Scale At-Will, Encounter and Daily Power damage of Iron Vanguard paragon tree to the same extent as Swordmaster paragon tree skills, instead of being based off the weapon damage of a Guardian Fighter
General:
1. Add harder hitting control immune enemies to dungeons which have very low (negative?) Armor Penetration, so that they deal drastically less damage to tanky classes than squishy classes. These enemies need to be faster than average moving or be ranged attackers with fast attack frequency.
2. Change Threat to be based less on damage and more on Threat modifiers
3. GF's Guard needs to take 20% less "damage" from hits than it does currently at base level
4. Look into changing how Stats scale - Lower Diminishing Returns Factor, but increase points required to reach current % bonuses
Overall this will reduce the need for more CW, as CW AoE damage is reduced (but control increased), such that a single CW can control every controllable enemy and a GF can also control enemies better.
GWFs would become less tanky than GFs and damage against lone targets should once again be lower than that of TRs, making TR viable against bosses and harder hitting enemies. AoE damage would be equivalent or better than that of CWs for damage focussed GWFs.
HRs would continue to be strong damage dealers, but with the addition of the powerful ranged or fast enemies be very squishy and require more defensive play or a GF to hold aggro/CW to control.
With stat % bonuses adjusted, this will make it harder to "soft cap" every stat, which is what currently allows AoE damage dealing classes to completely dominate and not require a DC to heal them (due to high damage, high defensive values and a lot of lifesteal - a potent combination)
You actually just straight-up boot people for not playing the game the way you want? That's...quite an extreme response.
I'd recommend perhaps actually talking to them first, possibly suggesting strategies, explaining to them what you feel they're doing wrong and how it makes things more difficult for the party. Basically anything other than "you're not helping me faceroll! *boot*".
Once you've capped and got a decent set of T2/T2.5 stuff, most of the actual fun and challenge comes from
A) seeing if you can still complete a dungeon with a 'suboptimal' team, and helping teach people how to do harder dungeons
And this is more or less where the fundamental disconnect comes between "how the game is intended to be played" (which, to my mind, the legit channel is the closest to) and "absolute min/max grindfarm for meaningless profit".
Want to just complete as many dungeons as quickly as possible so you can flood the market with phat lootz so you can buy more stuff to help you faceroll more dungeons so you can GOTO 10? Stack CWs.
Honestly, that sounds like work to me, and I get enough of that at...well, at work.
Want to have fun? Grab a group of whatevers (TRs welcome, btw), do a dungeon.
Add to this, you'll learn a lot more about the strengths and weaknesses of every class if you mix it up a lot, and will probably become a better player. All you learn by stacking CWs is "holy <font color="orange">HAMSTER</font>, stacked CWs are so hilariously broken..."
This post disgusts me on so many levels.
1. Ok first.. If I am in a party for a dungeon, yes I expect you to be an aid to the party. if you are not, you arent in my party, and you will not remain in it.
2. After running 100 malabog runs for that artifact and not getting it.. do you think I am going to sit here and think okay... this hr is makin this dungeon take twice as long because he is THAT bad... hey this is fun now all of a sudden!
3. Want to have fun? Grab a group of whatevers (TRs welcome, btw), do a dungeon. This is what you said. How is this in any manner fun? Now for the point of view for a person that has ran well over a thousand dungeons. I have to do this dungeon.. this mind numbingly easy dungeon... again.. i just want it over and done with easily and as fast as possible. Do you think I will accept this person that is making it HARDER for the party? no..
4. Get it out of your heads that just because you play this game or are a class, means you are wanted. Learn to play your class in a group setting, and you will be accepted into the groups. That is what it means to become a better player. Otherwise you are trash that will be thrown out.
Yes, so fixing all of this involves a massive reworking of the basic balance and mechanics of everything, and it really isn't going to happen. Meanwhile, nerfing the AoE of CW and GWF would just make groups feel like one of those gimped 4xHR Karrundax PUGs that I so assiduously avoid. Fewer mobs, hitting harder, and a need for actual tanking would work wonders- but it ain't gonna happen any time soon.
This also means that short of reworking all the PvE as above, I have no clue how to fix it- just what not to do. I'm really glad that it's not my problem to solve- I think the guys at Cryptic have painted themselves into a bit of a corner with this one.
Nice summary of the situation as well as current and potential issues.
I do think one thing people are overlooking though is that we have seen a class go from absolutely-bottom-of-the-barrel to extremely useful, namely the GWF. Consequently, I fail to see any reason buffing the DPS of other classes shouldn't work as well, at least for the HR and GF which have decent potential for AoE damage already.
True, the basic dungeon balance and mechanics are the fundamental issue, but this would at least be an improvement on the current situation.
I do think one thing people are overlooking though is that we have seen a class go from absolutely-bottom-of-the-barrel to extremely useful, namely the GWF. Consequently, I fail to see any reason buffing the DPS of other classes shouldn't work as well, at least for the HR and GF which have decent potential for AoE damage already.
Oh, absolutely, I have recently been musing quite openly about the possibility of clumsy overbuffing to try and fix the gimpy HR- precisely along the lines of what happened to the GWF. In order to cover all my bases, I actually have a reasonably nicely-geared HR up my sleeve. It seems likely, as it's an easy "fix", and easy to overdo.
What you've just described is essentially "I am doing this stuff over and over again, and I DON'T EVEN LIKE DOING THIS STUFF, so why should I tolerate people making it harder".
I think the answer is not "kick person so you can continue NOT ENJOYING the dungeons (but not enjoying it efficiently!)", it's "stop doing things you don't enjoy".
Seriously, it's that easy. This is a game, not a job.
1. Ok first.. If I am in a party for a dungeon, yes I expect you to be an aid to the party. if you are not, you arent in my party, and you will not remain in it.
2. After running 100 malabog runs for that artifact and not getting it.. do you think I am going to sit here and think okay... this hr is makin this dungeon take twice as long because he is THAT bad... hey this is fun now all of a sudden!
3. Want to have fun? Grab a group of whatevers (TRs welcome, btw), do a dungeon. This is what you said. How is this in any manner fun? Now for the point of view for a person that has ran well over a thousand dungeons. I have to do this dungeon.. this mind numbingly easy dungeon... again.. i just want it over and done with easily and as fast as possible. Do you think I will accept this person that is making it HARDER for the party? no..
4. Get it out of your heads that just because you play this game or are a class, means you are wanted. Learn to play your class in a group setting, and you will be accepted into the groups. That is what it means to become a better player. Otherwise you are trash that will be thrown out.
Then don't do the dungeon. Whip out your credit card and buy the artifact instead.
It's not entirely clear what you're talking about, and it's possible that you're shaky on it too. The ability to enter a room ahead of your party, pull all the mobs, group them on you, and whack them with a sword until they die, with very little damage on the party is close enough to tanking for me, as it was in the various other MMOs in which I have tanked. However, thank you so much for playing, I hope your class becomes in some way relevant again in future.
no, sir, it makes you well equipped kamikase that benefits from a bug. you pull the enemies approaching them - pff - groups them on the basis of kitte, and secure the threat by having high and constant damage accumulating just an attribute and a feat (I think sad, this I agree.).
create a dc, and run with a pug - nothing cw with perfect vorpal - and see how depressing an average gwf trying to do the same or defend the party, facing group by group (and do not get me wrong, I'm not complaining so be it).
... Which brings us to the module 1 when NOBODY wanted a gwf. but this does not imply also to say that at this time the gf was the king of popularity ... he was not nobody cared. Much less with gwf
now everyone is so engaged; boring is that always begins with: "The problem of gf is the gwf damage "...
I will repeat again, for the umpteenth time in thousandths topic: the gwf is not internally cohesive, and between us, iv closed the possibility of plenty of rebalancing, but any argument saying that gwf is somehow the problem is the pve thing for those who arrived yesterday or you're lying.
I will always remember the moment I read a guy saying that he longed to see the gwf again have 20% cw damage. and this is enough for me.
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willsommersMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 103
edited March 2014
Meanwhile, nerfing the AoE of CW
So, you're saying having a control class control instead of control AND DPS would hurt the game? HR can pick up the AOE DPS or GWF. CW should control, having more than you need to control mobs should slow the party down with lower DPS. How pretty much any game with DPS, Control, Heal, Tank works.
By your logic to even things out we should give HRs singularity, so they can AOE DPS and control. Why not?
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chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited March 2014
Guys, seriously, this topic has been burned to the ground...
You can clear just about any dungeon with any class composition, providing people:
1) geared intelligently
2) speced intelligently
3) play intelligently
4) work together.
Often times people will overgear offense and undergear defense - so it's no shock they die all the time. Sometimes people have specs that are just not any good and make no sense, so of course they dont' do as well. Sometimes People do really dumb things (see mob, walk up, OH THIS BIG SLOW RED CIRCLE HERE, I SHOULD STAND IN IT) and die, and so many times, so often i see people who are good individuals who are poor team players, at least, most times i play outside of guild and/or legit - all these things are easily fixed for a small amount of AD. Considering there are several good guides for every class and lots of people who are helpful here, people can fix problems 1 and 2 without much effort.
It's not a question right now CW is the best class for CN, but why? Because now we are overgeared and we pull 3-4 encounters at a time. Against 20+ mobs CW and GWF are best because they AoE well.
But do you guys remember the day when we _weren't_ overgeared? I remember doing SP with like, 9k GS on TR (back when TR was good), or CW, or even my first day as a DC, i cleared spellplague, maybe i had 10 or 11k then because I bought up some gear and enchants, but way back before boons and artifacts, we were clearing things no problem.
But back then we needed TR to burn bosses and elites, we needed DC, and for my groups at least, GWF would tank, but i used to know a lot of GF that would tank and play great.
What happened now is everyone is obsessed with speed. I get called a bad player because my play style makes a run 2-3 minutes shorter - therefore i'm bad? I just 3-manned CN, using 0 potions and my SF didn't go off once? what planet are these people on?
So when people say they want GWF/DC/CW they say "i want this fast and easy," but bring the other classes it's not that different, maybe a little slower, a little harder, but honestly if you CW is _actually_ good, you only need one.
So really a lot of it is more culture than anything. Grab 5 guys and go, work together and win. Who cares if it's a 25 minute or 30 minute clear? Is it that important? Enjoy yourselves guys.
* * * * * * * * * *
This is not to say other classes don't need help. I can really carry a poor group on CW, but i couldn't on any other class.
Many of us (myself included) played TR first, eventually rolled a CW, and now our TR is on the shelf (I have a 15k TR i never play). Now with tenacity, TR is a permastealth, bilethorn, backcapper for PvP - which is annoying and I don't want to play that way.
GF is nice, but even played well, the buff/debuff is weak unless gimicky SM/tact/KC build, and the DPS is very sad. I have to try post patch though, i'm looking forward to it. (17.5-19k GF I never play)
GWF - Even to a primary CW player, this seems easymode. Do all my DPS and not have to dodge :S :S :S (15.7k GWF I never play)
DC - The adjustment is that lower end parties need more heals, and higher end parties need more buff/debuff. A good DC makes run so smooth and I like taking them, that said (OMG) a DC instead of a CW makes the run 3 minutes slower! We can't lose 3 minutes!
HR - this class is popular but ultimately poorly done. They are not very good PvE (AOE DPS with no CC), and they are super annoying as anything PvP (constricting arrow makes me want to break my PC). A side note is that this moment, I know THREE excellent HR on this server. The good HR in my guild ends every run with "i wish i played CW so I could be more help."
So much of it is design (too many adds), and geared (we actually CAN pull 30 mobs and be ok). If they make T3 dungeons, with less little adds and more big adds (say like MC), where we can't pull 30 mobs and be ok, then i think this problem goes away. It drives me crazy that CN is the one and only profitable dungeon.
easy fix would be nerf on sing target caps and aditional ap gain nerf of cw so no loonger super easy cc lock from sing if 3x cw in team,gf should have improved last feat of tank build to give him 25% cc resist,guard should be time based so it can tank trash not to lose shield also it would not hurt to buff itf and some other his skills ,tr need more utily for team,gwf is atm fine if they plan to ever nerf eye of storm on spell storm cw then deep gash should be reduced and dc needs a bit stronger heals or buffs and hrs buffs need buuf up with this changes i realy do think more classes would be wanted atm spell storm cw is just to op while mof is ok so if they nerf eye on spell storm and reduce ap gain should be fine also feat who give 15% damage boost to whole team should be changed to can work only from 1 cw
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chemboy613Member, NW M9 PlaytestPosts: 1,521Arc User
edited March 2014
If sing target cap is lowered... (already too low in most situations) enjoy getting face smashed by zombies, skeletons, and archers. Do a run and ask the CW no sing, no OF, see what happens. I suspect everyone will be unhappy.
If sing target cap is lowered... (already too low in most situations) enjoy getting face smashed by zombies, skeletons, and archers. Do a run and ask the CW no sing, no OF, see what happens. I suspect everyone will be unhappy.
we at least wont be able to speed run half dungeon since we got cc locks on trash from sing and would also make gf more wanted look just at fh where is sing useless on last boss ppl want gf for it fh is only dungeon where we are not forced to have cw and his cc locks from sing to finish
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pers3phoneBanned Users, Neverwinter Beta UsersPosts: 0Arc User
edited March 2014
Yup, sing is bad, let's not forget about Eye of the Storm either
Nerf them.
I will repeat again, for the umpteenth time in thousandths topic: the gwf is not internally cohesive, and between us, iv closed the possibility of plenty of rebalancing, but any argument saying that gwf is somehow the problem is the pve thing for those who arrived yesterday or you're lying.
OK, I have read and re-read this and it simply does not parse, so I'm giving you up as a bad job, sorry.
Comments
CW:
1. Change the first of the 2 CW heroic feats (Wizard's Wrath) that grant increased AoE damage to buff single target damage instead of AoE damage, and change Focussed Wizardry to 2/4/6 instead of 3/6/9
2. Reduce damage of Sudden Storm and Shard of the Endless Avalanche
3. Reduce the damage bonus from Tempest Magic and Malevolent Surge to 1/2/3/4/5
3. Increase the target cap of Repel (Mastery), Shield, Ice Storm, Maelstrom of Chaos, Entangling Force (Mastery)
4. Increase damage of Ray of Enfeeblement and Entangling Force
5. Reduce effect of High Vizier's Arcane Transference from 250 down to 150 per stack
GWF:
1. Make Deep Gash damage base off Power as per tooltip and benefit from base damage modifiers. Fix the issue which allows its damage to be affected by the originating attack/encounter
2. Swap positions of Battle Trample and Improved Reaction on IV specialization trees
3. Reduce damage reduction bonus from Sentinel's Aegis from 20% to 10%
4. Reduce Armor Specialization Feat bonus from 5/10/15 to 1/4/7 (leave it as 5/10/15 for GFs)
5. Tie Master at Arms to Bravery or alternatively remove the bonus AC from it
6. Scale At-Will, Encounter and Daily Power damage of Iron Vanguard paragon tree to the same extent as Swordmaster paragon tree skills, instead of being based off the weapon damage of a Guardian Fighter
General:
1. Add harder hitting control immune enemies to dungeons which have very low (negative?) Armor Penetration, so that they deal drastically less damage to tanky classes than squishy classes. These enemies need to be faster than average moving or be ranged attackers with fast attack frequency.
2. Change Threat to be based less on damage and more on Threat modifiers
3. GF's Guard needs to take 20% less "damage" from hits than it does currently at base level
4. Look into changing how Stats scale - Lower Diminishing Returns Factor, but increase points required to reach current % bonuses
Overall this will reduce the need for more CW, as CW AoE damage is reduced (but control increased), such that a single CW can control every controllable enemy and a GF can also control enemies better.
GWFs would become less tanky than GFs and damage against lone targets should once again be lower than that of TRs, making TR viable against bosses and harder hitting enemies. AoE damage would be equivalent or better than that of CWs for damage focussed GWFs.
HRs would continue to be strong damage dealers, but with the addition of the powerful ranged or fast enemies be very squishy and require more defensive play or a GF to hold aggro/CW to control.
With stat % bonuses adjusted, this will make it harder to "soft cap" every stat, which is what currently allows AoE damage dealing classes to completely dominate and not require a DC to heal them (due to high damage, high defensive values and a lot of lifesteal - a potent combination)
This post disgusts me on so many levels.
1. Ok first.. If I am in a party for a dungeon, yes I expect you to be an aid to the party. if you are not, you arent in my party, and you will not remain in it.
2. After running 100 malabog runs for that artifact and not getting it.. do you think I am going to sit here and think okay... this hr is makin this dungeon take twice as long because he is THAT bad... hey this is fun now all of a sudden!
3. Want to have fun? Grab a group of whatevers (TRs welcome, btw), do a dungeon. This is what you said. How is this in any manner fun? Now for the point of view for a person that has ran well over a thousand dungeons. I have to do this dungeon.. this mind numbingly easy dungeon... again.. i just want it over and done with easily and as fast as possible. Do you think I will accept this person that is making it HARDER for the party? no..
4. Get it out of your heads that just because you play this game or are a class, means you are wanted. Learn to play your class in a group setting, and you will be accepted into the groups. That is what it means to become a better player. Otherwise you are trash that will be thrown out.
Nice summary of the situation as well as current and potential issues.
I do think one thing people are overlooking though is that we have seen a class go from absolutely-bottom-of-the-barrel to extremely useful, namely the GWF. Consequently, I fail to see any reason buffing the DPS of other classes shouldn't work as well, at least for the HR and GF which have decent potential for AoE damage already.
True, the basic dungeon balance and mechanics are the fundamental issue, but this would at least be an improvement on the current situation.
Oh, absolutely, I have recently been musing quite openly about the possibility of clumsy overbuffing to try and fix the gimpy HR- precisely along the lines of what happened to the GWF. In order to cover all my bases, I actually have a reasonably nicely-geared HR up my sleeve. It seems likely, as it's an easy "fix", and easy to overdo.
We'll see..
This post amuses me enormously.
What you've just described is essentially "I am doing this stuff over and over again, and I DON'T EVEN LIKE DOING THIS STUFF, so why should I tolerate people making it harder".
I think the answer is not "kick person so you can continue NOT ENJOYING the dungeons (but not enjoying it efficiently!)", it's "stop doing things you don't enjoy".
Seriously, it's that easy. This is a game, not a job.
Then don't do the dungeon. Whip out your credit card and buy the artifact instead.
no, sir, it makes you well equipped kamikase that benefits from a bug. you pull the enemies approaching them - pff - groups them on the basis of kitte, and secure the threat by having high and constant damage accumulating just an attribute and a feat (I think sad, this I agree.).
create a dc, and run with a pug - nothing cw with perfect vorpal - and see how depressing an average gwf trying to do the same or defend the party, facing group by group (and do not get me wrong, I'm not complaining so be it).
... Which brings us to the module 1 when NOBODY wanted a gwf. but this does not imply also to say that at this time the gf was the king of popularity ... he was not nobody cared. Much less with gwf
now everyone is so engaged; boring is that always begins with: "The problem of gf is the gwf damage "...
I will repeat again, for the umpteenth time in thousandths topic: the gwf is not internally cohesive, and between us, iv closed the possibility of plenty of rebalancing, but any argument saying that gwf is somehow the problem is the pve thing for those who arrived yesterday or you're lying.
I will always remember the moment I read a guy saying that he longed to see the gwf again have 20% cw damage. and this is enough for me.
So, you're saying having a control class control instead of control AND DPS would hurt the game? HR can pick up the AOE DPS or GWF. CW should control, having more than you need to control mobs should slow the party down with lower DPS. How pretty much any game with DPS, Control, Heal, Tank works.
By your logic to even things out we should give HRs singularity, so they can AOE DPS and control. Why not?
You can clear just about any dungeon with any class composition, providing people:
1) geared intelligently
2) speced intelligently
3) play intelligently
4) work together.
Often times people will overgear offense and undergear defense - so it's no shock they die all the time. Sometimes people have specs that are just not any good and make no sense, so of course they dont' do as well. Sometimes People do really dumb things (see mob, walk up, OH THIS BIG SLOW RED CIRCLE HERE, I SHOULD STAND IN IT) and die, and so many times, so often i see people who are good individuals who are poor team players, at least, most times i play outside of guild and/or legit - all these things are easily fixed for a small amount of AD. Considering there are several good guides for every class and lots of people who are helpful here, people can fix problems 1 and 2 without much effort.
It's not a question right now CW is the best class for CN, but why? Because now we are overgeared and we pull 3-4 encounters at a time. Against 20+ mobs CW and GWF are best because they AoE well.
But do you guys remember the day when we _weren't_ overgeared? I remember doing SP with like, 9k GS on TR (back when TR was good), or CW, or even my first day as a DC, i cleared spellplague, maybe i had 10 or 11k then because I bought up some gear and enchants, but way back before boons and artifacts, we were clearing things no problem.
But back then we needed TR to burn bosses and elites, we needed DC, and for my groups at least, GWF would tank, but i used to know a lot of GF that would tank and play great.
What happened now is everyone is obsessed with speed. I get called a bad player because my play style makes a run 2-3 minutes shorter - therefore i'm bad? I just 3-manned CN, using 0 potions and my SF didn't go off once? what planet are these people on?
So when people say they want GWF/DC/CW they say "i want this fast and easy," but bring the other classes it's not that different, maybe a little slower, a little harder, but honestly if you CW is _actually_ good, you only need one.
So really a lot of it is more culture than anything. Grab 5 guys and go, work together and win. Who cares if it's a 25 minute or 30 minute clear? Is it that important? Enjoy yourselves guys.
* * * * * * * * * *
This is not to say other classes don't need help. I can really carry a poor group on CW, but i couldn't on any other class.
Many of us (myself included) played TR first, eventually rolled a CW, and now our TR is on the shelf (I have a 15k TR i never play). Now with tenacity, TR is a permastealth, bilethorn, backcapper for PvP - which is annoying and I don't want to play that way.
GF is nice, but even played well, the buff/debuff is weak unless gimicky SM/tact/KC build, and the DPS is very sad. I have to try post patch though, i'm looking forward to it. (17.5-19k GF I never play)
GWF - Even to a primary CW player, this seems easymode. Do all my DPS and not have to dodge :S :S :S (15.7k GWF I never play)
DC - The adjustment is that lower end parties need more heals, and higher end parties need more buff/debuff. A good DC makes run so smooth and I like taking them, that said (OMG) a DC instead of a CW makes the run 3 minutes slower! We can't lose 3 minutes!
HR - this class is popular but ultimately poorly done. They are not very good PvE (AOE DPS with no CC), and they are super annoying as anything PvP (constricting arrow makes me want to break my PC). A side note is that this moment, I know THREE excellent HR on this server. The good HR in my guild ends every run with "i wish i played CW so I could be more help."
So much of it is design (too many adds), and geared (we actually CAN pull 30 mobs and be ok). If they make T3 dungeons, with less little adds and more big adds (say like MC), where we can't pull 30 mobs and be ok, then i think this problem goes away. It drives me crazy that CN is the one and only profitable dungeon.
Sorry for rant, i'm hungry
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
Everything you need to know about CW:
http://nw-forum.perfectworld.com/showthread.php?780981-Chem-s-CW-Compendium-Everything-you-need-to-know
we at least wont be able to speed run half dungeon since we got cc locks on trash from sing and would also make gf more wanted look just at fh where is sing useless on last boss ppl want gf for it fh is only dungeon where we are not forced to have cw and his cc locks from sing to finish
Nerf them.
nerf of sing and eye would bring so much harder cotent to
OK, I have read and re-read this and it simply does not parse, so I'm giving you up as a bad job, sorry.