Can we talk a second about this
MASSIVE change?
Context :
In order to better understand this subject, let's do a little theory crafting.
For the sack of this, well take the
[Lightning Splash] ability from sorcerer :
- The dmg have been set to 100 for a comprehensive demonstration.
- Also what I mean with Chance to proc or Chance to crit is that every tick open a window for you to crit or/and proc an item/spell/heal that trigger with dmg.
So, the current stat of how dmg and tick works applied to
[Lightning Splash] look something like this:
(What I mean with
Chance to proc or
Chance to crit is that every tick open a window for you to crit or/and proc an item that trigger with dmg)
Now the change :
With this patch, It should look something like this :
We're talking about more than half the dmg gone down the drain, even after the 21% increase in dmg/tick you did.
It's probably the worst idea ever :
- This change completely nullifies every set/spell/heal that trigger upon a %chance on dmg dealt.
- Nothing stay in place for 20 sec, other than a boss, you're already removing dmg because we can't re-cast almost as frequently as before so we won't benefit from the full duration.
- Most of the time nothing live more than 20 sec, in dungeon trash do not live long enough for you to profit from a full duration.
- Lets not even talk about this in pvp.
- At the end of the days it will just result in rotations that are mostly spam, obliterating every set that rely on these procs and making even more set useless.
IF the goal is to remove the re-cast at 10 sec, ok then. BUT WHY remove tick rates!!???
I don't get it.
Imagine applying these change to a build like the easy sorc ? It's completely gone (lets no even talk the HA changes, i'm going to cry
).
Why not try something like this?!
Imagine a game with stackable maps, furniture bag, decon furniture