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Balancing direction

jrgray93
jrgray93
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I'm not saying I disagree with a lot of the proposed changes in 5.1.0, but a lot of it really showcases a trend that makes it very difficult to continue enjoying the game without worrying about heavy-handed changes.

The biggest issue I have with combat balance is the complete lack of direction, focus, and logic behind changes. It seems like every patch, there is a new end goal, as if it's a different team calling the shots every single time. There are multiple abilities being nerfed in this patch that were buffed recently. Blazing Spear DoT, for instance. This constant change in goals is why so many people complain that it feels like you're throwing darts to decide on changes.

Further, there are a lot of abilities and sets that have their initial design goals undermined by changes without being updated to reflect that. Master 2h makes Cleave spammable, but DoT delays made that pointless. I'm fine with the idea of separating DoT and spammables, even though I believe it reduces player creativity in builds, but pick a direction and commit to it.

Gutting Regeneration time makes Maelstrom resto significantly less appealing. New arena weapons were introduced and given passive stats after Maelstrom and Master weapons lost their passives, yet those passives are still absent. The list can go on and on. The game continues to feel as if every patch picks a new design end-game, but leaves 10-25% built for the last goal.

Anyway, I do like a lot of the changes in this patch, but there remains a lot of irksome oversights.
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