Iron_Blurr wrote: »Here I'll solve all the problems this patch was meant to solve.
1. Make a mythic that buffs ability damage by a % multiplier. The tradeoff is it reduces your light attack damage to ZERO. Now if you are unable to light attack weave for whatever reason there's a mythic specifically designed for you. It's cuts the apm required to be effective in combat IN HALF.
2. Make a change to oakensoul by removing the major berserk and major protection and give it major aegis and major slayer. There is no loss of damage in dungeons and trials since slayer and berserk are both 10% and aegis and protection are both 10%. Now it functions in pve but doesn't break pvp. Alternatively you could just make it give major buffs in pve and MINOR buffs while battle spirit is active.
3. If you want to combat power creep and nerf dps without messing everything up and reinventing the wheel..
Delete/ rework the blue cp nodes that give flat multipliers to damage. Just make blue cp utility based like the green and red trees are. Maybe dps can take slottables for extra penetration or extra max mag/Stam, or you deal damage back to enemy while blocking or you get extra status chance or the node that heals you for a % of your damage done.
This also has the side benefit of increasing accessibility to newer players. Suddenly you don't need tons of CP to be able to do vet trials because cp doesn't increase your damage it only offers utility which you can take or leave. You don't NEED the green cp node that increase food duration but it's nice to have. There are so many interesting cp nodes that we will never get to use because the raw damage multipliers are too good to pass up.
Iron_Blurr wrote: »Here I'll solve all the problems this patch was meant to solve.
1. Make a mythic that buffs ability damage by a % multiplier. The tradeoff is it reduces your light attack damage to ZERO. Now if you are unable to light attack weave for whatever reason there's a mythic specifically designed for you. It's cuts the apm required to be effective in combat IN HALF.
2. Make a change to oakensoul by removing the major berserk and major protection and give it major aegis and major slayer. There is no loss of damage in dungeons and trials since slayer and berserk are both 10% and aegis and protection are both 10%. Now it functions in pve but doesn't break pvp. Alternatively you could just make it give major buffs in pve and MINOR buffs while battle spirit is active.
3. If you want to combat power creep and nerf dps without messing everything up and reinventing the wheel..
Delete/ rework the blue cp nodes that give flat multipliers to damage. Just make blue cp utility based like the green and red trees are. Maybe dps can take slottables for extra penetration or extra max mag/Stam, or you deal damage back to enemy while blocking or you get extra status chance or the node that heals you for a % of your damage done.
This also has the side benefit of increasing accessibility to newer players. Suddenly you don't need tons of CP to be able to do vet trials because cp doesn't increase your damage it only offers utility which you can take or leave. You don't NEED the green cp node that increase food duration but it's nice to have. There are so many interesting cp nodes that we will never get to use because the raw damage multipliers are too good to pass up.
The issue with oaken in pvp was never berserk or protection it is major force and heroism
Iron_Blurr wrote: »Here I'll solve all the problems this patch was meant to solve.
1. Make a mythic that buffs ability damage by a % multiplier. The tradeoff is it reduces your light attack damage to ZERO. Now if you are unable to light attack weave for whatever reason there's a mythic specifically designed for you. It's cuts the apm required to be effective in combat IN HALF.
2. Make a change to oakensoul by removing the major berserk and major protection and give it major aegis and major slayer. There is no loss of damage in dungeons and trials since slayer and berserk are both 10% and aegis and protection are both 10%. Now it functions in pve but doesn't break pvp. Alternatively you could just make it give major buffs in pve and MINOR buffs while battle spirit is active.
3. If you want to combat power creep and nerf dps without messing everything up and reinventing the wheel..
Delete/ rework the blue cp nodes that give flat multipliers to damage. Just make blue cp utility based like the green and red trees are. Maybe dps can take slottables for extra penetration or extra max mag/Stam, or you deal damage back to enemy while blocking or you get extra status chance or the node that heals you for a % of your damage done.
This also has the side benefit of increasing accessibility to newer players. Suddenly you don't need tons of CP to be able to do vet trials because cp doesn't increase your damage it only offers utility which you can take or leave. You don't NEED the green cp node that increase food duration but it's nice to have. There are so many interesting cp nodes that we will never get to use because the raw damage multipliers are too good to pass up.
Iron_Blurr wrote: »I don't think Zos even cares about feedback. Didn't they end the class rep program? If they actually cared about our perspective as players we would have more class reps and more transparency. They could even respond to posts on the forums if they actually cared enough to. But how many posts get responses from the devs? None. And what about actual discussions with the devs?
They hate the community so much on previous live streams you got banned for typing anything about pvp in chat. All that while people were complaining about server performance in cyro.
Believe me these devs just don't care about our opinions.
Iron_Blurr wrote: »If we have to do the job of play tester and make charts and graphs and diagrams and explain the math to Zos maybe we should be on payroll. If not I think the actual paid testers should be catching this stuff before it even comes to pts. But hey that's just what I think.
But I do see your point about complaints being more compelling when backed up with evidence and data. For many in the community though it's difficult to gather let alone organize and present the data. So they at most might just post a screenshot of logs or cmx and say look at this thing, it sucks.
It's really up to the devs to figure out the nitty gritty details. We as consumers can only really tell them they are getting warmer or colder with our money. That's why it's so important for developers to have their finger on the pulse of the community and have trusted members of the community to summarize and represent the wishes of the community.
StamPlar_1976 wrote: »Or how about the dev team just leaves *** alone for once? Just do bug fixes and add content. I guess that's just too hard huh?