I agree with everything in the above post. Make seismic shot an aoe we can aim (like celestial prominence) - problem solved on this one. Reduce plant growth cooldown to be in line with others like hindering strike/cordon. In its current state its a completely unusable skill in aoe and single target. The bugs involving fail…
Wizards are a solid % in damage behind almost every dps class right now. I like the buffs, but the nerf to arcane empowerment single handedly makes this an overall single target nerf. I'd suggest leaving AE exactly how it is, 10% with 5x recharge speed, and leave the other small buffs.
Yeah its because they made a trash mod 11 weapon set best in slot for dps. It renders lionhearts and celestials useless. The rings are worthless also. This is why.
@"noworries#8859" @nitocris83 @ambisinisterr the game design at this point is pretty unbelievable. I really hope this forum post is read. Mirage weapons were nerfed a few patches ago, and on most dps paragons were STILL more damage than celestial weapons. For hunter/warden, blademaster, arbiter, rogue, warlock, arcanist,…
@"noworries#8859" daily reminder to please take this as a priority. All end gamers are leaving and playing other games for three main reasons: celestials not being a good incentive to run ZC (aka buff them please and add DR), actives being too good / augments needing buffs, downscaling issues (add CR to collars please).
Augments should indeed give 100% of their stats as ratings, and give their three enhancement stats as % contributions (should be 3% - 5% per stat). That MIGHT put them on equal footing. @"noworries#8859" @nitocris83 can this please get looked at? A huge amount of players are upset mostly on this issue alone. For some…
@"noworries#8859" please consider adding that small diminished increase in base damage scaling in scaled content from the above post^. It can be SUPER tiny, but it should be there.
Unfortunately the devs are now silent, which means they no longer care about fixing this it seems =/. I've heard absolutely no comment on this since the last community twitch stream.
100% yes it is xD. Putting any dps paragons on critical severity was absolutely terrible game design, given the amount of consumables that grant critical severity. That plus several feats give critical severity, which is part of the pre combat rework design. Those feats / features are all totally useless now, and often…
Because nerfing a few overpowered options is easier than buffing every single augment dude lol. Use your brain. Nerfing indoms to 10% and warlords to 5% and removing stacking, that is way easier than adjusting all the augments. And you would have to adjust all augments, because not all of them add to damage for example.
We are calling for balance between them. A dps with an augment build should have the same output as a dps with an indomitable runestone and warlords inspiration build. Warlords needs to be nerfed to 5%, and not be able to stack (like artificer's persuasion). Indoms need a nerf to 10%.
Every time I look at the screen shots in the opening post I get sad =/. I did REDQ today and players that I should absolutely destroy based on game progression were barely under me. Looked at their stats and it was something similar. Mine were way lower.
> @"zimxero#8085" said: > I recommend a small adjustment to the current scaling system. > > 1. Remove combined ratings from the game. > 2. Set all default starting stats at a flat 30% > 3. Default stats drop by 33% of a character's item level. (for 50,000 il: 30% default - 16.666% = 13.333% adjusted base stats) > 4. Give…
> @adinosii said: > Well, the same applies to every piece of scaled content, if you are above the limit. Your base damage is unchanged, and your percentages go up. THe net effect is exactly the same in every case. Which means you do way less damage than someone with lower IL in said scaled content.. what a joke. Nice…
> @"coolgor28#5062" said: > Yes for now they need to fix forte so every class can chose theirs or have crit sev uncapped for damage and heal because is depended on crit chance. A better / easier fix would be to just change arbiter and blademaster to crit instead of crit sev
Yeah this is not good. Collars should give 100% of their item level in combined ratings. That would fix collars at least. Something is seriously wrong with the downscaling system.
Its a suggestion at least. The point that Aster and I are making in this thread is that, probably close to 50+ end gamers have asked for a Celestial weapons buff, and we've been completely ignored. Not to mention that tanks are totally screwed over by these weapons and have 0 use for them.
Sure, but its an issue. It forces people into a certain play style that would rather the opposite play style. And we are offering simple solutions to fix this "minor issue." The funny thing is that they expect the players to test and offer feedback, and then don't often implement that feedback xD.
Overall player retention = money, including retaining end gamers. A lot of people are quitting, and not because of the rework, many of them actually like the rework, its that they release the rework with so many issues. They ram it through too quickly, without taking the time to perfect it. They outsource game testing /…
No other mmo needs players to make such extreme decisions like self nerfing for a challenge. And also, my friends and I (#FreeColdWater) did a 5 man deathless hardcore mode TOMM pre combat rework. It was solo heal / solo tank + 3 dps. How's that for challenge? That shouldn't be possible in any mmo ever. I care because even…
This is a separate issue. Plenty of people are running TOMM, nobody is running ZC. The reason is because a mod 11 weapon set is beating the weapon set obtained from the hardest trial in the game.. which is ridiculous game design. I have proposed numerous times for large buffs to celestial weapons. They are supposed to be,…
I play with others who are not "1% players." They also agree that 10x armor break is ridiculous. Again its not about getting wealthy off of the drops, its about what kind of game NW should be. Defense shouldn't go negative, armor break should not stack. It does not make sense from a game diversity point of view. How about…
> @"coolgor28#5062" said: > I know you want to make the game on your point of view, and i know how armor break works will help at least most under geared players. and most players are capping 4 stats already what else to use? And why you want to make artificially hard a content that most of us have run it like 1000 times,…
> @"coolgor28#5062" said: > In this rework all mobs and bosses have defense and players don't have armor penetration where is the problem using armor break to lower their defense, If you don't want to use it don't use it , Is more hard to convince players to use it and play like a team then been selfish dps. I see all the…
Interesting idea but I don't know that it would be nearly enough, as even if we got +6 STR on melee for example, that is only 1.5% more damage.. its tiny. I'd much rather they gave 100% of their stats as ratings and give an extra % contribution for their enhancements. That would be a significant damage increase.
In mod 18 and mod 19 actives were not destroyed by augments. Xuna and Abyssal Chicken were about even and maybe even slightly ahead. That is not true lol. Now there is a gigantic gap. It should be about equal, it shouldn't be an active or an augment. Both should be equally good.
At end game, augments are getting absolutely destroyed by actives, and its not even close. They went to cautious with augment design. Giving 100% of their stats to the player instead of 85%, and changing the enhancements to be a % contribution added on top of that still might not close the gap, but it would at least help.…