thepandalore wrote: »This change is interesting. The synergistic behavior of Rakkhat's Voidmantle with the only ult described as a heavy-attack seemed so obvious that I assumed it was an intended pairing. Since it wasn't intended, I'm wondering how fine a pass at existing facets of the game, if any, is involved in the creation of new sets and mythics. Does ZOS keep an internal "intended use case" or "optimal output use case" reference document for new items?
When player use cases are rugpulled like this, we understand that our use of the set has been wrong for the purposes of developer intentions, wrong enough to be deleted, but these patch notes don't answer the lingering question left by the change: if not this, then what? Does an answer to that question exist, or are we meant to understand that new sets and mythics introduced with fewer thoughts and more vibes?
Maybe we have a different definition of casual player but I'm thinking most casual players aren't obsessed with their DPS numbers. Any content they were doing before they can still do after the changes. We don't know maybe some will even like the drop because encounters become more interesting. It isn't always just about burning everything in an instant.
To me, casual players include players that do some veteran dungeons and enjoy that content. They’re maybe not obsessing about parse numbers, but they like the challenge of harder content. I consider myself casual because my limit of capability is about 36k DPS with subclassing, which is up from 28k without.
So even to casuals, swings in capability are important, arguably moreso since it can make or break their ability to even complete content rather than just impact their ability to get a high score.