Parasaurolophus wrote: »And don't you see the comments where people write that they are fine with the current difficulty?
TwinSpike
Parasaurolophus wrote: »Because difficulty is fine?
TairenSoul wrote: »I have yet to read a toxic post from a casual player aimed specifically at a vet player. I HAVE read toxicity and name calling the other way around. I don't consider myself a casual player. I have been playing since 6 months after the game began. I play every day for hours. To say no one's cares what level you are or what build you have is not true, imo. Vet players don't normally open their arms to people who don't know mechs, etc. If you really don't care, I suggest you open yourself up to lead a group of solo players! Telling a solo player to use group finder is missing the point, also! There is nothing wrong with everyone wanting to play newly released content!I feel like there's a lot of toxicity coming from "casual" players too that just assume everyone else is out to get them, when in reality, there are so many people running around with PUGs from the group finder that couldn't care less about how many hours you have, what level you are, or how many vet trials you've completed.
Firstmep
Firstmep
Thanks, I'm over the main stuff but now I'm dealing with the typical easily fatigued thing COVID usually leaves people with. Long COVID man, the gift that keeps on giving lol.SlagasaurusRex wrote: »After feeling too bleh from COVID for the last like week and a half to bother with the forums, I come back.
@React
Let me ask something and this is a genuine question, but do you truly think the average player is going to be hitting these numbers? The whole reason U35 happened was because ZOS nerfed damage thanks to the top percent of players, in an effort to "lower the ceiling" of DPS and accessibility to content. But all it did was nerf the average player nowhere near able to hit those numbers while those top players just kept on hitting ridiculous numbers in other ways.
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Hope you feel better man. Since overworld PVP is free-flowing and there really isn't such a thing as skill-based matchmaking, something being overtuned at the highest level still is problematic for game health/balance because the high-skilled players aren't only interacting with other high-skilled players. They're interacting with everyone.
I don't think there's a problem in one-bar builds being as strong as 2bar builds, simply because the people who are in the top will always be dealing out high damage regardless. Making 1bar builds more viable just means people who have below average or average ability would be more capable of doing content, which I'd think both PvEers and PvPers would want. If people can do solid damage or tank or healing regardless of if they have a 1 or 2bar build, PvEers would have a bigger pool of people to do content with. And if more people are able to feel good about their abilities in PvP, it means more people getting into Cyro or doing duels.After feeling too bleh from COVID for the last like week and a half to bother with the forums, I come back.
@React
Let me ask something and this is a genuine question, but do you truly think the average player is going to be hitting these numbers? The whole reason U35 happened was because ZOS nerfed damage thanks to the top percent of players, in an effort to "lower the ceiling" of DPS and accessibility to content. But all it did was nerf the average player nowhere near able to hit those numbers while those top players just kept on hitting ridiculous numbers in other ways.
This right here is one of the biggest problems with this whole thing, in my opinion. Compared to your average "two bar" meta or pure class PVP build, this new WW has probably half the mechanical complexity required to achieve the top end results. There is only one bar of abilities to manage. This reduces complexity for the obvious reason of not having a second bar to deal with, but also comes with the benefit of never being on the "wrong bar" to deal damage or heal. You're always on the correct bar to respond to incoming pressure/burst, and always on the correct bar to continue dealing damage. This allows you to be very efficient at both of these things.
The "drawback" of WW always was the lack of a solid toolkit due to the limited functionality on the skills themselves, as well as the buffs available. With this rework, the developers have shoehorned a TON of buffs and functionality into that same bar of skills. The end result is that much of the "drawback" has now been removed, and you're left with an extremely strong spec with less mechanical complexity to worry about.
As far as I can tell from a PVP perspective, there are more or less only two real drawbacks remaining with WW which are a lack of cross healing, and a lack of AOE. I'd argue these are more than made up for with how strong the rest of the toolkit has become, especially when class mastery passives are added to the mix.
As my very first comment stated and based on the week 3 adjustments, I think all of this would be well and good if the class mastery passives did not work in WW form. Reworked WW would still be very strong, especially when subclassed properly which is something we obviously have not been testing on the PTS. But not the absurdity that is reworked WW + class mastery passives.