Apache_Kid wrote: »They need to stop trying to come up with ways to reduce overall group DPS. It's extremely disheartening as a player to log in and realize some of your characters instantly became weaker overnight because some dude in an office somewhere decided players were clearing content too quickly.
My favorite part about it was i remember in the PTS patch notes it was all like "We are trying to make the off-balance feature more useful for everyone." Like as if drastically reducing the potential up-time of off-balance was making it more useful for everyone in the slightest.... I wish they would just be honest and say they want to nerf our DPS instead of just lying through their teeth.
BigBadVolk wrote: »It was needed, it made exploiter too strong, plus its simply bad design if one class needs it to "sustain", but it was too early or too late could have changed stuff before they nerfed it like giving better sustain passives to certain classes or just simply lowering some skill costs
BigBadVolk wrote: »It was needed, it made exploiter too strong, plus its simply bad design if one class needs it to "sustain", but it was too early or too late could have changed stuff before they nerfed it like giving better sustain passives to certain classes or just simply lowering some skill costs
There’s so much wrong with the system. Most annoying is that:
1. The new Off Balance system is a nerf to all DPS, especially for my poor Mag Sorc (who has lost 5K+ DPS since one year ago)
2. The 5sec Off Balance timer does not line up well in actual use. I can get off only *one* Lightning Staff Heavy Attack as a Mag Sorc (for 2x resources) once OB visually appears before it runs out. If I’m lucky, I can get two off with back-to-back Heavy Attacks. But what if it doesn’t perfectly line up in my rotation? Well too bad, you missed it. And if you start spamming Heavy Attacks once your DoTs run out, you just lost whatever DPS those extra resources would’ve provided you.
I find my gameplay revolving around when OB is back up. I’m constantly looking not at the game itself, but a tiny icon that tell me when to spam Heavy Attacks.
It’s not fun.... definitely makes combat in PvE less enjoyable and a lot more controlled/boring mainly as a Mag DPS.
Apache_Kid wrote: »They need to stop trying to come up with ways to reduce overall group DPS. It's extremely disheartening as a player to log in and realize some of your characters instantly became weaker overnight because some dude in an office somewhere decided players were clearing content too quickly.
My favorite part about it was i remember in the PTS patch notes it was all like "We are trying to make the off-balance feature more useful for everyone." Like as if drastically reducing the potential up-time of off-balance was making it more useful for everyone in the slightest.... I wish they would just be honest and say they want to nerf our DPS instead of just lying through their teeth.
this one gets it! I love when they nerf an ability, make is useless or deal a fraction of the damage and call it USEFUL to all players? Yes. We love feeling less powerful. That is very useful to us when we hit that Alt + F4
magictucktuck wrote: »Apache_Kid wrote: »They need to stop trying to come up with ways to reduce overall group DPS. It's extremely disheartening as a player to log in and realize some of your characters instantly became weaker overnight because some dude in an office somewhere decided players were clearing content too quickly.
My favorite part about it was i remember in the PTS patch notes it was all like "We are trying to make the off-balance feature more useful for everyone." Like as if drastically reducing the potential up-time of off-balance was making it more useful for everyone in the slightest.... I wish they would just be honest and say they want to nerf our DPS instead of just lying through their teeth.
this one gets it! I love when they nerf an ability, make is useless or deal a fraction of the damage and call it USEFUL to all players? Yes. We love feeling less powerful. That is very useful to us when we hit that Alt + F4
I get it its obviously not as useful with less up time for US, for people who know all the mechanics and follow everything. but for 90 percent of the player base they don't even know what it does. now they know you see spinning rings over their head do a heavy attack. (assuming someone mentioned it to them once so they know) where before even if someone told them they still didn't understand what was happening. but more resources on heavy attack when you see rings is a no brainer
so i see why they did it, make it more standard so more of the player base can understand mechanics and not just the diehards
BigBadVolk wrote: »It was needed, it made exploiter too strong, plus its simply bad design if one class needs it to "sustain", but it was too early or too late could have changed stuff before they nerfed it like giving better sustain passives to certain classes or just simply lowering some skill costs
I think it´s funny that off-balance setups started out as niched builds for magDK in order to be somewhat viable after the sustain nerfs in Morrowind. A few groups and players then jumped on the train since they realised it could be good for a raid-group in order to raise group DPS. Shortly after this ZOS changed how heavy attacks worked on off-balanced targets (aka more damage). That´s when the "off-balance" meta started.
But claiming it was overperforming is false if you ask me. That 10% boost from the exploiter passive was closer to 5-7%. Once again the "everyone is using it, therefor it must be overperforming" -logic was applied. The "real" reason off-balance was strong was not due to the exploiter passive, but rather the changes to how much extra damage heavy attacks did to OB targets.
But I fully agrees that magDK should´ve gotten some love before ZOS made the changes to off-balance. The change might have occurred sooner or later as you say, but it happened way to early.
Somber97866 wrote: »Tell me what you think