wastelandexplorer1 wrote: »Not so much of a rip just gotta predict more less lee way still perfect set for almost anytlhing and if not spellpower can be a place holder
AgentZenish wrote: »I love the SPC buff. It's been a long time coming, and very glad all those times I contemplated deconing my set, but never did.
Olo needs to either keep it's 12 player cap, or it's 30 sec buff. Nerfing both is too harsh.
I don't see what's so bad with this change. In trial, all dps would stack on top of each others most of the time already, so it's very easy to keep olorime buff at 90% of the time. This change would make it worse, sure, but it'd still function the same way as how it is right now on live. On top of that, SPC also has a 6 peps cap, so it's not like running SPC is better than Olorime. Not to mention, you'd take 5% less damage with Olo, which is much better than 0% with SPC.
Czekoludek wrote: »I don't see what's so bad with this change. In trial, all dps would stack on top of each others most of the time already, so it's very easy to keep olorime buff at 90% of the time. This change would make it worse, sure, but it'd still function the same way as how it is right now on live. On top of that, SPC also has a 6 peps cap, so it's not like running SPC is better than Olorime. Not to mention, you'd take 5% less damage with Olo, which is much better than 0% with SPC.
SPC don't have 6 players cap anymore, Olo can proc on players who already have buff so for 8 dds stacked in aoe, 2 might get unlucky and don't get the proc at all
Czekoludek wrote: »I don't see what's so bad with this change. In trial, all dps would stack on top of each others most of the time already, so it's very easy to keep olorime buff at 90% of the time. This change would make it worse, sure, but it'd still function the same way as how it is right now on live. On top of that, SPC also has a 6 peps cap, so it's not like running SPC is better than Olorime. Not to mention, you'd take 5% less damage with Olo, which is much better than 0% with SPC.
SPC don't have 6 players cap anymore, Olo can proc on players who already have buff so for 8 dds stacked in aoe, 2 might get unlucky and don't get the proc at all
I'm pretty sure that's not how the set works. On live, when you already have Major Courage, entering the circle again will not refresh the buff. So with this change, the first 6 players will get the buff, and 1 second later, other 2 should guarantee to get it.
I'm pretty sure that's not how the set works. On live, when you already have Major Courage, entering the circle again will not refresh the buff. So with this change, the first 6 players will get the buff, and 1 second later, other 2 should guarantee to get it.
Part of the reason it was acceptable for Olorime to last 30 seconds, was because it required people to walk into a physical circle. In raid situations where all of the DDs can't be stacked on one another, Olorime's duration permitted cycled placement so each DD could get the buff. SPC did need to hit more than 12, so that's a valid change. But nerfing the duration of Olorime significantly reduces it's effectiveness in raid situations. Olorime required coordination, SPC just required a healer in the set. This change is mostly disappointing because the set that required some coordination and planning by the support in the set, is now essentially worse than the set that requires a healer to just spam heals.
AgentZenish wrote: »I love the SPC buff. It's been a long time coming, and very glad all those times I contemplated deconing my set, but never did.
Olo needs to either keep it's 12 player cap, or it's 30 sec buff. Nerfing both is too harsh.