Athory
Some more testing from today. In my last post from Tuesday of this week I mentioned that it seemed WW had been reigned in a bit, but it turns out we were just using "bad" builds - if you can call dealing 8k DPS with 40k HP a "bad" build. Absolutely insane how disgustingly strong WW is, even post nerfs. I really do not understand how you're expected to fight something like this in a PVP environment.
Turns out Sorc class mastery passives aren't the only thing that can push WW to completely unbearable levels. Here is a 50k HP WW build doing 10k DPS in duels (sometimes as high as 14k dps, as seen in the video below), with almost 10k weapon damage as a warden. THIS BUILD HAS 50k HP. No "gimmicky" weaving set required. Critting 20k+ burst heals because of the 50k HP. To be clear, no non-WW build can reach these numbers. It isn't possible.
These CMX parses are fairly short because you cannot survive this on any normal PVP build.https://www.youtube.com/watch?v=cimNmqOUHk8
Here's another fun CMX. Earlier in this thread, another user shared their target skeleton parses using a PVP build to demonstrate that WW was somehow fine in PVP. Personally I think this is completely irrelevant, because the two environments are very different and there are many mitigation/healing/mobility factors to consider in PVP that do not apply to PVE. However, the 50k HP WW build from above was tested on the trial dummy just for fun.
It parsed 100k+ DPS. While wearing Impenetrable, mixed weight, PVP gear with defensive PVP CP in. With 50k HP.
tomofhyrule wrote: »After playing it, it definitely isn’t as bad as people are saying, and I do get the feeling that this is an overreaction, and - dare I say - people are overmad that other playstyles are getting content meant for them.
If we just look at the Chapter model we had since Elsweyr, Q1 was always Dungeons. There was not really much solo content there. It was Q2 that brought the zone and story. Then Q3 was Dungeons or QoL, and Q4 was usually a small zone or other miscellany.
So every other year didn’t really have solo stuff in Q1, because the solo stuff was Q2. This year is no different. We lost Dungeons for the Night Market, and even the trial we normally get in Q2 is being delayed until Q3. The next patch will be pretty well exclusively solo content.
The idea that one playerbase is apoplectic that a patch gave something primarily to another is very telling. Should the group content/PvP base rage all over about the next patch only being solo stuff?
SerafinaWaterstar wrote: »tomofhyrule wrote: »After playing it, it definitely isn’t as bad as people are saying, and I do get the feeling that this is an overreaction, and - dare I say - people are overmad that other playstyles are getting content meant for them.
If we just look at the Chapter model we had since Elsweyr, Q1 was always Dungeons. There was not really much solo content there. It was Q2 that brought the zone and story. Then Q3 was Dungeons or QoL, and Q4 was usually a small zone or other miscellany.
So every other year didn’t really have solo stuff in Q1, because the solo stuff was Q2. This year is no different. We lost Dungeons for the Night Market, and even the trial we normally get in Q2 is being delayed until Q3. The next patch will be pretty well exclusively solo content.
The idea that one playerbase is apoplectic that a patch gave something primarily to another is very telling. Should the group content/PvP base rage all over about the next patch only being solo stuff?
Dungeons & trials have different difficulty levels, so people could at least start on normal. This place doesn’t.
I spend most of my time now either progging vet hm trials or dungeons, so apparently I am someone who should enjoy the NM.
But I don’t. It’s not that it is too hard (the trash mobs are) but that it is such an awful design.
Need to group, especially if want to progress to dungeon or trial, but then add an extra layer of RNG to get bits you need? So what if all your group has the bits apart from one player? Do you just kick them & get someone with the bits in? That’s poor design. And you don’t get that in the usual dungeons.
I saw someone say this (I couldn't find the thread they'd said it in after going back to look. I'll edit their name in if I find it) and I think it's a really good point that needs more consideration.
People seem to be really complaining because the NM is something new to them and they don't understand or care to prepare for it. So imagine if trials were newly added to the game just now– a place where players have to group up, prepare, and learn.
How many would be complaining since that content is harder than what they're used to? How would trials seem to folks on day one launch if it was mostly just DPS' using story quest sets with no support roles?
I haven't had enough chance to truly interact with the NM to get a solid stance on it, and before its launch I thought I wouldn't even be interested in it. But from what I played I felt engaged, and I'm saddened to see how much instant negative feedback there is with the NM... it's really not that despicable seeming.
I chose to never touch solstice. How does NM compare to writhing wall?
If the NM was established in the minds of the community as content solely for vet HM trial players (or similarly geared/experienced players), those more casual people would likely avoid it and it would get less negative feedback as a result.