exiledtyrant wrote: »Ran another static parse Test to compare Flurry vs Whirlwind vs Crystal Weapon spammables and Bound Armaments vs Twilight Pet loadouts. Video showing all 6 parses and their data can be found here:
The first 3 skill loadouts were:
Whirling Blades - Crystal weapon - Bound
Whirling Blades - Crystal weapon -Flurry - Bound
Whirling Blades - Flurry - Bound
The second loadout was:
Whirling Blades - Crystal weapon - Pet
Whirling Blades - Crystal weapon -Flurry - Pet
Whirling Blades - Flurry - Pet
Back bar for both was:
Bound / Pet - Entropy - Soul Consumption - Poison Injection
(Yes I know volley allows for optimal weapon enchant uptime. I will get into that later.)
Result were as follows:
Loadout 1
Whirling Blades - Crystal weapon - Bound 52.6k
Whirling Blades - Crystal weapon -Flurry - Bound 54.8k
Whirling Blades - Flurry - Bound 57.9k
Loadout 2
Whirling Blades - Crystal weapon - Pet 55.6k
Whirling Blades - Crystal weapon -Flurry - Pet 58.5k
Whirling Blades - Flurry - Pet 61.4k
My initial conclusion are as follows:
- Bound Armaments is dealing more damage now, but it also ties with crystal weapon( combine the 2 instance of crystal weapon damage in the parse for a clearer picture) which is not proving itself to be worth putting into rotation.
- The twilight pet setup has proven to be not only far easier to play, but overall a better performer.
- The Whirling Blade parses shows crystal weapon doesn't do enough damage to hold up a single target rotation that crystal weaves an execute over a traditional single target spammable like Flurry.
- Flurry is absolutely crushing class based competition and seems to prove it is better to just spam a strong skill rather than waste time managing 2 crystal weapon procs.
Overall Feedback:
I don't like that 20 second AOEs have gone to 15 seconds max. 10 seconds rotations don't feel good to me but they match up with 20 second sticky dot setups. 15 seconds is awkward and forces you to clip your 20 second DOT back bar, especially if you back bar bow because you need volley for weapon enchant uptime. I felt 20 seconds was good but would settle for a 15 second standard across the board.
Sustain was surprisingly high over all setups I parsed with today. Don't know if that was from the cost reductions or something else. Will have to see how different it feels with using the daedric skills.
Sorcerer skills seem to be getting pushed out by generic weapon skills again. Not really sure what crystal weapon change is trying to accomplish at this point. I assume its to lower overall burst damage? The damage shift has done nothing to make it more desirable to use even though it adds more complication to the rotation, and little utility. I find that a real shame because buffing my weapons with dark crystals is not only thematically pleasing, but also makes the rotation stand out vs other more generic skill lineups.
Will do another setup tomorrow that uses more dots and no pet / bound armaments using the same gear setup.
Alchimiste1 wrote: »
Nerf oaken to be PvE friendly, slayer instead of berserk, get rid of heroism, give minor force, and done. Or even better make it only usable in PvE.
I really don't get how you people have managed to get your PR so consistently wrong these past few weeks. Literally all you have to do is revert the patch and reevaluate actual sources of this perceived skill gap. Data continues to show that these changes do nothing to revert the gap and continue to make it worse.
I am glad that I cancelled my subscription and I have no intent of touching this game again until these changes are reverted and it feels like the dev team actually cares about its player base.
Long term: get Rich the hell off this project considering his contempt for the community as shown on Twitter. The dude has no idea what he's doing and has added fuel to the fire.
francesinhalover wrote: »What ability am i supposed to use with endless hail 15sec now when playing necro?
All necros dots are siphon 20 sec, boneyard 10 sec, archer 20 secs. So i don't understand how am i supposed to work out endless hail in to my build? Barbed trap also doesn't work,
Do i like use endless hail 15 sec and just use poison injection 20 when endless ends? or use a unmorphed volley? that seems like a way to hurt my overall dps and resources.
the archer was fine at 16 secs. At least keep endless hail at 20 secs now. or buff boneyard to 15. because i'm really not sure what to do with necro now.
I have also checked other dots and i don't see any i could use with endless hail... maybe anti cavalry caltrops? but i'm really not a fan of that ability overall
Tbh sorc was fine (PvE wise). A strong single target class that offers very little aoe with added utility of 1k pen from Crystal Weapon. Taking away majority of its single target damage kinda makes them useless. Crystal Weapon should be a strong spammable, even though it is overperforming on live, absolutely gutting the skill doesn't make sense, maybe nerf the damage by 10%, see how it is, then if it's still overperforming heavily, nerf it by another 5% etc. For whatever reason ZoS never (or very rarely does this), they just turbo nerf it to make sure it's not overperforming and thus always gutting the skill/set. The problem of Crystal Weapon is that it adds unique pen debuff, if the spammable is not worth slotting on a dd, the skill will either be ignored or moved to a support class (in this case probably sorc tank) just look at supposed DK stamina spammable Stone Fist. However, Crystal Weapon would be very clunky to use on a tank, it would also require the tank player to constantly spam it with good weaving, and it just feels wrong to have a dedicated class spammable only viable on tanks when it was designed with dds in mind.
James-Wayne wrote: »
I remember the change from 0.92ms to 1 second on jabs and the reason they gave at the time. The reason being, "To better match the animation". Because 1 second matches a 1.55 second animation so much better.
We got used to the 1 second and apparently we now need it to be 800ms and a animation that looks like it was done by an intern on their first week, along with an equally confusing explanation
Flurry is also now the most ironic animation in the game.
Alright, as promised, I did some parses after the EU character copy was completed.
Lots of testing and shuffling skills around, but I think these are the optimal skills for my setups.
2 chars, 4 builds.
All parses on 3M dummy, all but Stamina Templar had Major Breach.
Stamina Templar
Deadly Strike + Aegis CallerLIVE: 40039
PTS: 38078
Hybrid Templar
Deadly Strike + DraugrkinLIVE: 41203
PTS: 39919
Pet Sorcerer
False God's Devotion + Mother's SorrowLIVE: 37533
PTS: 33567
Shock Sorcerer
Storm Cursed's Revenge + Heartland ConquerorLIVE: 32324
PTS: 31114
Anecdotally, I also ran normal Unhallowed Grave solo with my Shock Sorcerer.
Bosses took slightly longer, but AoE fights were comparable to LIVE.
Templar lost ~2k DPS, Pet Sorc 4k, Shock Sorc ~1.5k.
It's not as bad as I feared.
But still, why?
My Pet Sorc dropped from 50k in Wrathstone, to 44k, then 37k, and now 33k.
Is this the power creep everyone is talking about?
Who is actually benefiting from all these changes?