The only people I have seen say otherwise are more concerned with their pride and numbers, than they are concerned with the health of the game.
Yeah, try convince the trial leader that he's concerned with pride and numbers, the next time he kicks you because other classes still do awesome damage and yours has been gutted.
Im sorry but this does not concern at least 80% of the player base. You can do you but the rest do NOT care.
The issue is 80% of the playerbase sucks at the game.
10% are good at PVE, 10% are great.
Same for PVP. ^ (usually they cross over for both at this point)
Shall we attempt to guess which percentile you feel you fit into?
Because I suspect that at least 50% of players (and 100% of forum posters) will feel they fit into one of the 10% brackets.
I wouldn’t regard anyone who enjoys the game and simply spends their time solo questing as sucking, but then I’m not an elitist ***.
I’ve been running what is essentially the same build since dragon bones for stamblade dps and for my build at least this nerf sets it quite a ways behind where it was even before scalebreaker.
If I change a couple things, I can probably hit a 6mill for 40k which is enough to do content, but that isn’t the issue here. Such a significant and sudden nerf is going to have a very negative effect on a lot of prog groups. This may be news to some people here who think dps was in need of a huge nerf, but not every guild is Hodor. I don’t know if I can safely say a majority, but at the very least a large plurality if Raid guilds spend months trying to progress through vet dlc trials, if they even get that far.
What this nerf represents for a lot of groups is losing progress that took them months to achieve. I (and I’m sure many others here on forums) play a lot more than the average player in many of said prog groups so I am sympathetic to the fact that many others will not be as willing to ‘adapt’ to these changes.
When a nerf like this comes out of nowhere, it is disheartening to be set back from where you were. The average mid-tier player does not deal with this by completely changing their build and just moving forward after washing their hands of current frustrations. They stop playing; for a week, or a month, until they are willing to try again. Most people play this game for fun, and being set backwards isn’t fun.
That is the problem with these nerfs. It’s not that damage is too low, it’s that for many of us who have stuck with the game despite its downhill performance, it feels like it’s going to be more and more difficult to find people to play with. So many people on my friends list that used to be daily players haven’t even logged in for a month. 4/5 of my social/pve guilds are pretty much dead. The point here is not in need to ‘find new guilds’, the point is that this nerf is just the latest in a series of issues that have pushed players away from the game.
As others have stated, the biggest issue is not the loss of DPS (while this may not be entirely true for middle to lower tier players) but having to fight the combat system itself through sustain issues. It's enough that AOE's take a damage hit because their primary target should be mobs. That DPS loss should be sufficient. But to also create sustain issues by sending costs through the roof is just annoying as hell. You'll be hard presses to find anyone who enjoys combat in this game who thinks that is anything close to a good idea.
It makes sense that aoe and attacks that deal greater damage should cost more. I suppose those used to never using heavy attacks will be annoyed? At least we have a way to renew resources besides waiting or popping a potion. I haven’t noticed because sustainability has always varied for me between fights and depending on the group. And while playing my healer, I’ve been casting extra energy orbs as it seems they will be especially helpful now.
I can understand the frustration with the drastic changes from the last two patches. Hopefully things will move in a clear direction and with smaller changes going forward.