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Enforcing sustain builds - what about trial/dungeon dps checks?

  • theamazingx
    theamazingx
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    The check in AA hm might be adjusted. The speedrun for SO might be adjusted (significantly harder than even the Maw speedrun in the games current state). Speedrun times in general might be adjusted, actually. Nothing else will really be a problem. The check for hrchm is relatively low, and any checks in 4-man content are even lower. For maw, guilds just won't bank on skipping Lunar for their first Maw hm clear.
  • Brutusmax1mus
    Brutusmax1mus
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    Galendior wrote: »
    Angier wrote: »
    Besides the shift from dps to sustain, the sources of damage also shift, along with means to recover ressources. The notes alone don't tell the whole story.

    Since not a single person mentioned anything about a shift of sources of damage or new means to recover ressources i have my doubts about that. All i read about is people complaining about being out of ressources in a few seconds/rotations.

    So could you explain it in a bit more detail? Take my magplar as an example: Which are the new sources of damage? What are my new means to recover ressources?
    I would like to try your suggestions once my pts client is installed.
    Turelus wrote: »
    I would imagine they've checked the DPS checks or at least that's something players could check right now.

    Remember that most builds doing content have been over performing enough to drop some bosses before phases even start.

    It's probably only veteran trials where this will matter as even Maelstrom's DPS check is easy to pass (I should know I have 15k and did it).

    That's what i was talking about. It might be good changes for those few top dps groups, but they f*** the game up for average players. Are only those players that "work" the game allowed to finished veteran (trial) content? I won't exploit block cancel or any other stuff like that neither will i train for hours to perfect my rotation down to the last millisecond.

    I don't mind challenging content, but the content should be doable for people that just want to play this game without theorycrafting every single detail.

    btw. I could only dream of reaching 15k dps or finishing maelstrom arena in the current patch, much less if they nerf my sustain. And i read every single "easy maelstrom" guide and died more than enough in this arena. My ultimate decision regarding vma was either i quit trying to finish it or i quit the game. For now i decided to quit trying.

    No offense, but if you don't want to try hard enough to beat the content that is already beatable, that's your own fault. Don't ask for it to be brought down to low difficulty because you can't do it. Vma was difficult at first for me, now it's a cake walk that i do while playing with my dog. Veteran trials will be figured out by teams and it will trickle down as time goes on. Not everyone is good enough to beat them, and not everyone should be. That would be a have for children.
  • Galendior
    Galendior
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    No offense, but if you don't want to try hard enough to beat the content that is already beatable, that's your own fault. Don't ask for it to be brought down to low difficulty because you can't do it. Vma was difficult at first for me, now it's a cake walk that i do while playing with my dog. Veteran trials will be figured out by teams and it will trickle down as time goes on. Not everyone is good enough to beat them, and not everyone should be. That would be a have for children.

    You might want to read my text again and explain to me where i wanted content to be brought down to low difficulty? Either people on this forum love straw man arguments or they are just unable to read.
    Just to say it one last time:
    I didn't ask for the content in the current patch to be made easier. I questioned the need to make it harder by nerfing CP/sustain in general.

    Also while not everyone should be able to beat it by just going in, those that invest some time should be able to, even when not part of a progressive raidgroup.
    Endgame content shouldn't be limited to an increasingly small amount of players.
  • Crafts_Many_Boxes
    Crafts_Many_Boxes
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    Galendior wrote: »
    No offense, but if you don't want to try hard enough to beat the content that is already beatable, that's your own fault. Don't ask for it to be brought down to low difficulty because you can't do it. Vma was difficult at first for me, now it's a cake walk that i do while playing with my dog. Veteran trials will be figured out by teams and it will trickle down as time goes on. Not everyone is good enough to beat them, and not everyone should be. That would be a have for children.

    You might want to read my text again and explain to me where i wanted content to be brought down to low difficulty? Either people on this forum love straw man arguments or they are just unable to read.
    Just to say it one last time:
    I didn't ask for the content in the current patch to be made easier. I questioned the need to make it harder by nerfing CP/sustain in general.

    Also while not everyone should be able to beat it by just going in, those that invest some time should be able to, even when not part of a progressive raidgroup.
    Endgame content shouldn't be limited to an increasingly small amount of players.

    Just to add to this, gating endgame too harshly is how you kill an MMO. My last MMO had crazy amounts of players leave during the last expansion because the first raid boss in the entire expac was very mechanically challenging and had a high dps check. There were no difficulty settings at all initially, so either you could beat this boss and move on to the rest of the raid, or you couldn't.

    Many smaller and more casual PvE guilds were not able to kill this boss, even months after the release of the expac. My own guild basically collapsed during this time, and I found a more serious raiding guild that could complete the content. Point is, there were a lot of guilds like mine that just imploded because they couldn't really do anything but dungeons because the first boss was too difficult.

    Before the raid was nerfed, that first boss was arguably the hardest of the entire raid. It was a spectacular failure in how to effectively gate content, both in progressive difficulty increase and dps / mechanics checks. Two tiers of raids and something like 1.5 years later, they released another raid that had a punishingly difficult first boss. Mechanically it wasn't too too terrible, but the dps checks were very high for all but the most elite players. The raiding population took another serious hit during this time, until it got nerfed months later.

    I'm convinced these 2 events were the main contributors behind the decline in PvE in that game. They set off chain reactions with wide-reaching consequences for the entire playerbase. And it was all due to overtuning content, which is a possible result of these pts changes for average joe endgame PvErs. Just food for thought.
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