
What about Draugrkin's?
I guess Serpent's Disdain is only good when you can't keep refreshing status effects. With high chance (charged 235 + destro 100 + arcanist 55 + CP 60), force pulse and threads of war can keep them refreshed all the time. So Draugrkin's could be more useful in theory?

They can't put a cooldown on status effects because then:
1. It will increase server load tremendously
2. It will affect the power budget of many sets and skills (all would need a rework)
3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
4. It might make the problem worse
(4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.
What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.
Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?
It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.
Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
They can't put a cooldown on status effects because then:
1. It will increase server load tremendously
2. It will affect the power budget of many sets and skills (all would need a rework)
3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
4. It might make the problem worse
(4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.
What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.
Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?
It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.
Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
They can't put a cooldown on status effects because then:
1. It will increase server load tremendously
2. It will affect the power budget of many sets and skills (all would need a rework)
3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
4. It might make the problem worse
(4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.
What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.
Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?
It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.
Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
If CGCD on status effects would be too performance demanding then I don't know what to do.
Btw, they just made Shattered Path Signet PvE only.
The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.
IZZEFlameLash wrote: »They can't put a cooldown on status effects because then:
1. It will increase server load tremendously
2. It will affect the power budget of many sets and skills (all would need a rework)
3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
4. It might make the problem worse
(4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.
What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.
Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?
It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.
Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
If CGCD on status effects would be too performance demanding then I don't know what to do.
Btw, they just made Shattered Path Signet PvE only.
The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.
Pulse ganking will still persist through Monomyth probably. So, they addressed nothing pretty much.
JustLovely wrote: »IZZEFlameLash wrote: »They can't put a cooldown on status effects because then:
1. It will increase server load tremendously
2. It will affect the power budget of many sets and skills (all would need a rework)
3. It would affect the changes they've made with status effect damage in mind (entire past two years of balancing)
4. It might make the problem worse
(4) being that because there's a limit on a system, then attempting to stack it won't be as valuable, so they will just increase the damage and find other instances of damage to stack along with it.
What you have to understand about this game and balance is that for the most part there are many ways to achieve the same end result, often enabled by the same exact core mechanics.
Even without Serpent and that mythic it's been possible to stack many instances of damage and one shot people. And really, does how it is achieved really matter when the end result is the same?
It starts to become a problem though, when we start adding in the fact that it can be done without any drawback. And that issue isn't just the gear itself, but lies within the classes utilizing these builds in the first place.
Take away the status effects and the builds are still tanky-damage dealers that have the flexibility to slot other gear and increase their burst with no real way to fight back anyway. Even nerfed, they will just move on to somethin else or optimize it with the nerf in mind.
I just feel that status effects as something without any proc cap are the easiest way to stack damage and it surpasses any other kind of stacking by unhealthy large difference.
If CGCD on status effects would be too performance demanding then I don't know what to do.
Btw, they just made Shattered Path Signet PvE only.
The meta status effect builds still work perfectly fine as the ring wasn't even a problem because damage percentages are already just additive.
Pulse ganking will still persist through Monomyth probably. So, they addressed nothing pretty much.
Pulse ganking does still exist, but it's no where near as easy to make an effective build now. The last couple days of PvP have been a lot nicer IMO. This was a good change to the mythic. Especially since the mythic was so easy to get. If you did much of the NM at all you got it without even trying.