SPR_of_HA_community wrote: »The same time on META sets you can do more damage even on HA now.
It completely kills games variability.
Rotation becomes harder than on LA builds with more DPS, damage becomes to low.
Meta sets overperform HA sets on both HA and LA (the same time HA sets are not good on LA rotation)
It makes HA sets worse choise in PVE and PVP.
With 3 hits HA sets have not enough impact to make HA of HA sets be enough to overperform META sets that are both good on HA and LA, whyle HA sets are useless on LA rotation.
The same time sets have PVE only option and stats - and are not even good in PVE.
Storm master is only good because it have good PVE crit change stat.
But sets like undaunted infiltrator with bad stats and PVE only option are terrible.
Including to all this- lose of 1 HA hit (25% of scaling damage, lose of HA maelstorm staff bonus and lose of moltan armaments and empower in PVP)
SPR_of_HA_community wrote: »The same time on META sets you can do more damage even on HA now.
It completely kills games variability.
Rotation becomes harder than on LA builds with more DPS, damage becomes to low.
Meta sets overperform HA sets on both HA and LA (the same time HA sets are not good on LA rotation)
It makes HA sets worse choise in PVE and PVP.
With 3 hits HA sets have not enough impact to make HA of HA sets be enough to overperform META sets that are both good on HA and LA, whyle HA sets are useless on LA rotation.
The same time sets have PVE only option and stats - and are not even good in PVE.
Storm master is only good because it have good PVE crit change stat.
But sets like undaunted infiltrator with bad stats and PVE only option are terrible.
Including to all this- lose of 1 HA hit (25% of scaling damage, lose of HA maelstorm staff bonus and lose of moltan armaments and empower in PVP)
nm
Living_Tribunal wrote: »Come on devs! Give this poor fellow a response!
The following is in the patch notes for U35 and it might answer your question. If not sorry but it is the best I can do in answering your question.
Good luck in getting your answer from a dev.
Updated the damage scaling coefficients from fully charged Heavy Attacks to follow a streamlined model that looks at their total cast time, cooldown, and damage when paired with a “spammable” attack (such as Lava Whip), to help reduce the DPS loss seen when you utilize Heavy Attacks instead of Light Attacks. Their coefficient will now be a total of 1 per second rather than varying between 0.97 and 1.12. This will result in the following adjustments:
One Hand and Shield Heavy Attacks: Damage reduced by approximately 1%
Two-Handed Heavy Attacks: Damage reduced by approximately 1%
Dual Wield Heavy Attacks: Damage reduced by approximately 28%
Inferno and Ice Staff Heavy Attacks: Damage reduced by approximately 26%.
Total cast time reduced to 1.8 seconds (identical to the total cast of Two-Handed weapons), down from 2.1 seconds.
Reduced resources to retain the same restore per second.
Restoration Staff Heavy Attacks: Damage reduced by approximately 15%
Lightning Staff Heavy Attacks: Damage reduced by approximately 2%
Bow Heavy Attacks: Damage increased by approximately 1%
Werewolf Heavy Attacks: Damage reduced by approximately 14%
Volendrung Heavy Attacks: Damage reduced to 7500, down from 7560
Living_Tribunal wrote: »Come on devs! Give this poor fellow a response!
Or just acknowledge the concern has been noted and passed on to the relevant team, then the thread can be moved to the bug report forum.
MidniteOwl1913 wrote: »If it's not a bug then it's a pretty large undocumented nerf. Either way, a loss of damage this significant should deserve a dev comment.
How were they going to nerf everyone's dps by 25% without removing a tick from lightning HA though?
SPR_of_HA_community wrote: »How were they going to nerf everyone's dps by 25% without removing a tick from lightning HA though?
They do not nerf ha of lightning sttaffs by 25% in patch notes. The same time it hits less than other HAs.
But ok, it looks like it is not possible to get any answers about fixes and bugs from devs.
OK, it was the same answer after so long time too.
Problem ignored - devs do not care.
We get your message, thank you.
Necrotech_Master wrote: »the only reason i can fathom they removed the tick is that they reduced the channel time of the heavy from 2.1 to 1.8 sec
4 hits over 2.1 sec means it was about .525 sec per tick
3 hits over 1.8 sec means its about .6 sec per tick
so the frequency of ticks is still roughly the same, less than 1/10th of a second difference
but now the attack fits within 2 global cooldowns instead of rolling into a 3rd global cooldown
so you can use a heavy attack + a skill every 2 sec, instead of 1 heavy attack and a skill in 3 sec
losing 1 tick of dmg from the lightning heavy also is not a flat 25% loss, because the dot ticks are weaker than the final hit, its only about 16.7% dmg loss, but this is only looking at the heavy attack, not the fact you can now reliably also fire a skill every 2 seconds which easily counteracts that dps loss
and as others have mentioned, because of oakensoul, heavy attack builds are very viable (at least outside of cloudrest trial because of the bar swap mechanic, this definitely can target oakensoul users based on testing from a friend)