katorga
SerafinaWaterstar wrote: »In before the "when will Night Market get it's own vengence" post.
Hard content is good. Honestly, the death of modern gaming can be traced to a lot of things but one of those things being making content easier so everyone can have all the things.
Hard content can be good if players get to chose if they want to do it or not.
Hard content that apparently forces groups on a playerbase that is known for liking solo play, with rubbish rewards, and has a complicated boss progression & inability to respawn at point of death, is not good.
New mythic is interacting very strongly with shock damage and therefore bloating sorc numbers. Anyone not running this mythic is also being pushed down. I would have preferred if they added a proc limit to the new mythic instead of trying to balance the sorc class just for that one item.
Monolith is just another parse set now like siroria let's face it. Dummy cheese, but not useful in a lot of content. Monolith in current form without reliable spammable to proc this set should imo just have stayed at 600 spell damage until rework. This nerf was needed, but is way ahead of its time.
Also not a fan on how much hinges on specific playstyle or key skills. Let's say I do not want to use liquid lightning for what ever reason. Well too bad you cannot proc monolith reliably and less mythic procs. One skill change and things already start to fall apart. All of the above interacts with eachother in a specific way, and mastery system is a big win in general but I wish these outliners could be addressed somehow rather than flat nerfs that affects the class in general.
The nerf to Stativ Rev was needed imo, so I guess i'm just not happy to see monolith changed in addition. Just a reminder that a specific combination is very strong, but the moment you opt-out of one of those you end up on the losing end.
I really hope the rework will be decent because much of the friction is actually also caused by the current sorc kit.
SerafinaWaterstar wrote: »In before the "when will Night Market get it's own vengence" post.
Hard content is good. Honestly, the death of modern gaming can be traced to a lot of things but one of those things being making content easier so everyone can have all the things.
Hard content can be good if players get to chose if they want to do it or not.
Hard content that apparently forces groups on a playerbase that is known for liking solo play, with rubbish rewards, and has a complicated boss progression & inability to respawn at point of death, is not good.
robwolf666 wrote: »Hmm... After seeing these posts about the difficulty, I'm actually now curious how the difficulty compares to, say, a normal group dungeon (base game, not DLC) or IA cycle-wise.
CameraBeardThePirate wrote: »Agree this set is problematic. It really is the best "proc" set in the game currently when you consider what it is actually providing you. You've summed it up well here in your comments so I don't have a ton to add in regards to that.
Think it does shine a light on how strong status are in general as well. It always blows my mind when I come out of a 1vX situation, and half of the top 10 damage numbers on my damage received are all status effects. I'd much prefer they shifted away from status dealing damage itself, and instead just had them apply debuffs, perhaps with an exception for burning/poisoned as those have always been the "Damage" status effects.
I disagree that the set is problematic. You said it yourself, status effects are overtuned. I think Serpent's is a fun and unique design for the set, and nerfs/reworks should be pointed at status effects themselves.
Ele Sus is also somehow still an absurd ability for 0 cost. If you couldn't get 3 status effects just for throwing on an already meta weapon on your backbar, I don't think Serpent's would be nearly as strong as it is now since you'd have to source those status effects elsewhere.