Rainwhisper wrote: »I appear to be in the minority, but I am excited about the "nerfs."
Making unlimited sustain of skill spamming impossible strikes me as a great way to:
1. Make the game feel more like a roleplaying game than an FPS, since resource management has always been at the heart of RPG's.
2. Make a wider variety of builds viable, since builds won't start with the assumption of optimum sustain.
That feels like an improvement to me.
Totally agree with ya bruh!THEDKEXPERIENCE wrote: »Actually, I agree with you. Stuff like this keeps the game interesting.
Crafts_Many_Boxes wrote: »What isn't fine is that, from what I understand, endgame content DOES, in fact, have enrage timers and dps checks. These checks have been built upon levels of dps that are no longer easily attainable, especially for new players like me. That's my issue.
Rainwhisper wrote: »I appear to be in the minority, but I am excited about the "nerfs."
Making unlimited sustain of skill spamming impossible strikes me as a great way to:
1. Make the game feel more like a roleplaying game than an FPS, since resource management has always been at the heart of RPG's.
2. Make a wider variety of builds viable, since builds won't start with the assumption of optimum sustain.
That feels like an improvement to me.
Rainwhisper wrote: »I appear to be in the minority, but I am excited about the "nerfs."
Making unlimited sustain of skill spamming impossible strikes me as a great way to:
1. Make the game feel more like a roleplaying game than an FPS, since resource management has always been at the heart of RPG's.
2. Make a wider variety of builds viable, since builds won't start with the assumption of optimum sustain.
That feels like an improvement to me.