Such things are fine in single player offline games, but in mutiplayer online games they simply lead to players spending more time in private instances with the result that new players log into an apparently empty world with the result that they move on.
marcbf
The most dangerous burst is the lag that guarantees the followup lands anyway, turning what should be a two shot with counterplay, instead into an instant kill one shot.People need to understand that the most dangerous burst is sudden burst, not one that follows after a CC.
jad11mumbler wrote: »Give me one valid reason why ZoS should exclude “normal” casual players from enjoying the market.
It's not.
Normal, casual players can group up and take it on just as any other players can.
It's meant to be a difficult group zone.
marcbf
I'm looking forward to seeing what this looks like
I was hoping for a slight bump for monolith from 100 per pylon to 150, but it might be fine. we'll see how it fares in actual content when it hits live.
it's so weird having monolith as a viable set isntead of the butt of a joke...
I think Monolith of Storms is in a good position right now. Although it's been nerfed to 100 weapon damage, considering the potential for subclass builds to abuse the original 200 weapon damage, and the fact that Sorc will be reworked at the end of the year, if the Storms line gains spam skills or better DoT skills by then, Monolith of Storms would be even more likely to be abused by subclass builds. 100 might be the best compromise.
And sets decorating a class's performance to look better than it is is always bad. Which is why overperforming sets should be nerfed to see the ugliness that lies beneath. In the case of Sorc DPS, that became quite dramatically visible after the nerf.
Give me one valid reason why ZoS should exclude “normal” casual players from enjoying the market.
Do they have any plan to push solo players out of the game?