EnderSouth2468 wrote: »It is going to be hard to determine true differences between live and PTS when adjustments have been made to the target dummies. Is there any possibility of the dummy being adjusted to the same settings as live for a period of time so that we can better understand the impact of changes on our live dps vs dps with the changes? Changing combat systems and the standards of measuring their impact at the same time could obfuscate data and confuse players.
aetherial_heavenn wrote: »EnderSouth2468 wrote: »It is going to be hard to determine true differences between live and PTS when adjustments have been made to the target dummies. Is there any possibility of the dummy being adjusted to the same settings as live for a period of time so that we can better understand the impact of changes on our live dps vs dps with the changes? Changing combat systems and the standards of measuring their impact at the same time could obfuscate data and confuse players.
Pretty fundamental to any bench-marking, I would have thought
BretonMage wrote: »Regarding DOTs:
I don't understand the reasoning behind making DOTs tick every 2 seconds instead of one? And/or lowering the damage per tick? That will just make fights last even longer, which is the last thing low DPS players need.
If they truly wanted to raise the floor, they'd leave the ticks and damage unchanged and just extend the duration a little, to make it more forgiving for players struggling with their rotation.
As a sorcerer I'm going to have to drop my pets and WoE now. Is this really what they wanted?
for those curious, how do things look outside the 21m with it's buff changes etc
3m live - 56k
3m pts - 45k
so 11k dps lost, just over 20%
@Gaisma this is FAR more useful info than my own parse.
The negative impact on people who are trying to get into vet content should have far greater weight than those at the top end. Yes, the nerfs are really going to set back our vRG HM prog, but if it's stopping other people from doing vet content at all then that's devastating.
WreckfulAbandon wrote: »Nocturnals Ploy is an abomination that should never see the light of day. PvP in this game is dead to me if it goes live.
Templar - PvP/Duels
I did some testing on the PTS tonight. 800ms jabs is nice, but we lost an entire damage tick and the remaining primary damage was FURTHER nerfed by 21%. This is incredibly damaging to Templar's offensive kit in PvP and doesn't make sense. Sure, it's easier to weave now, but with the LA nerfs, it doesn't compensate for the loss of an entire tick AND a nerf to burning light ontop. The ability is one of the worst spammables in the game now.
Please get rid of the 21% nerf to primary damage and provide more damage to compensate for the ability only ticking 3 times now instead of 4, please. We don't want Templar going back to being a healer only class in PvP.
Templar - PvP/Duels
I did some testing on the PTS tonight. 800ms jabs is nice, but we lost an entire damage tick and the remaining primary damage was FURTHER nerfed by 21%. This is incredibly damaging to Templar's offensive kit in PvP and doesn't make sense. Sure, it's easier to weave now, but with the LA nerfs, it doesn't compensate for the loss of an entire tick AND a nerf to burning light ontop. The ability is one of the worst spammables in the game now.
Please get rid of the 21% nerf to primary damage and provide more damage to compensate for the ability only ticking 3 times now instead of 4, please. We don't want Templar going back to being a healer only class in PvP.
To add onto my post, Rapid Strikes are outperforming Jabs as a spammable on Templar in both PvE and PvP. PLEASE BUFF JABS.
Out of curiosity, what changed between Live and PTS for the critical damage to be reduced by ~10%? @Tannus15live parse
114k
pts parse, same build
96k
build if anyone is interested
couriersix wrote: »These changes are atrociously bad. I have been playing for four years now, and while there were definitely patches where I disagreed with or didn't like certain combat adjustments, these are outright going to kill endgame PVE and make content unnecessarily difficult for a large number of players.
Here are some parses and some notes, I am a disabled player, and a full time college student. I am not the most optimized player since I don't have time to farm for gear, level up skills, or practice parsing. That said, I do not find parsing incredibly difficult, and can comfortable hit above 70k+, sometimes 77k+ if I'm paying attention enough. This is enough to let me do most trials and endgame content even with my disability and schedule in mind.
This is from live:
Parsing on live can be a bit straining on the hands, but it's tolerable. It feels easy and rewarding to be able to parse.
From the PTS:
This did not feel easy or good. The sudden change in timers was very frustrating to me from a muscle memory standpoint, and it feels still like I'm putting in the same amount of work- only to do 10k less dps for arbitrary reasons. It feels like it's punishing me for playing the game and is a bad hit for my morale as a player.
The build I was using on both live and PTS- nothing changed between them.
There has to be a better way to go about this, and additionally I don't understand why ranged weapons deal 10% less light attack damage than melee. The last few patches were dedicated to increasing build diversity, but by making some weapons deal inherently less LA damage it will only push more players toward melee and will decrease diversity.
On a final note too, if this is about accessibility, then why were several skills, playstyles and sets which were commonly used by disabled players nerfed? Why has endgame content suddenly become more difficult for all players, abled or disabled?