seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
seerevaloc wrote: »starkerealm wrote: »In 2015, the game design focused on gear chase, with a lot of major, power focused rewards, being tied to high level performance. We're talking about before the introduction of non-vet trials, so even things like VO, IA, and Mending required a degree of skill to obtain. We're even talking about before you could even see someone's champion rank instead of their vet rank in the UI.seerevaloc wrote: »Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
In 2020, almost all gear in the game exists in normal difficulty content, with a small set of items appearing in "perfected" variants. The era when you'd run incredibly difficult content, and be rewarded with very powerful sets ended years ago. Master and Maesltrom weapons have been one lingering holdover from that time. The entire reason people are reacting the way they are is because those weapons were some of the only remaining indicators that someone had cleared difficult content to set up their build. The last holdouts before that was Gold Trial Jewelry, which lost its shine with Summerset.
"Normal Maelstrom is on par with FG1." Heh. Sure, it's easy, but so is vMA once you get the dance down.
Thank you. So is that the main goal here then? Gear-centric drive will be Skill-centric. This also sounds nice tbh.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Someone can correct me if I am wrong but afaik the perfected version was overperforming due to a bug that would proc Burning status effect way more than it should which is what made it incredibly potent on magDK. Which is fixed on PTS. So it seems reasonable to fix that bug, then see how it's performing. Instead, they fixed the bug, changed the casts, stealth nerfed the time to cast, etc. All in one fell swoop.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
YandereGirlfriend wrote: »If all what You've experienced during last year and a quater were "wild, ruinous nerfs and cataclysmic lurches in "balance" from patch to patch" then You really should've put more attention to what is happening around You. There were lot of buffs during that time and not even 1 update that would cause some cataclysm that players wouldn't be able to adapt to.
There's a huge difference between what a player can adapt to (which is basically anything short of them deciding to quit the game) and the magnitude of what a mature, 6+ year-old game should be doing with its itemization and combat balance.
Exhibit A is obviously the whiplash-inducing patch cycle over the summer with the absurd DoT buffs and then the correspondingly absurd DoT nerfs the very next patch. Item sets such as the Maelstrom DW were momentarily elevated to usefulness only to be thrown again into the dustbin. Some sets, such as Oblivion's Foe, were given life for the span of literally one week of the PTS before they were summarily junked in a knee-jerk nerf.
Point being, that these developers seem to have very little idea what they are doing when it comes to balance. What they want out of items and combat seems to change from literally patch to patch.
You might say that the Asylum Destro was an artifact out of time, a remnant of the old developers, but what then is their possible rationale for the nerf of poor Grundwulf? These same developers had already had calculated their vaunted (and tragically flawed) "power budget" before Scalebreaker ever came out. How was its "power budget" acceptable for Scalebreaker's release but suddenly became wildly overpowered a mere two patches later? A cynic might say "Well, clearly they were trying to sell the DLC..." and it seems, by their very actions, that that point of view might just be right.
Beyond that, what have these nerfs actually achieved? Set by set we see the number of useful sets whittled down. Anything that stands out as potentially powerful or unique is instantly slapped down, nerfed into a useless oblivion where only a newbie or a roleplay enthusiast would use it. What happens when there are no more sets that stand out? What happens when every set becomes the useless three-cast Asylum Destro? Then choosing your sets is like visiting a Soviet supermarket instead of going shopping in Shinjuku.
Joy in (action) games proceeds from a sense of power and balance is achieved by providing players with many competing powerful options. And that is the precise opposite of the project underway now.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.
I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.
That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.
seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.
I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.
That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.
llBlack_Heartll wrote: »seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.
I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.
That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.
What makes less sense is Relequen has been over preforming for years and hasn’t been touched, same as Zann and it got buffed.
So how can they not see that on their “Spread Sheet” other items do.
llBlack_Heartll wrote: »seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Can you please elaborate "seems to overperform". How do you back that up? Right now, only one class seem to use the staff in end-game PvE, and does it really overperform there? If they fix the burning bug, the staff is probably just fine how it is now, with 2 casts. Since the 3 cast imperfected one is so useless, it should be buffed to 2 casts, and the perfected one have a stat bonus. Otherwise the weapon will be useless.
What are you basing said overperformance on, and that "way to much benefit" you are talking about? Doesn't look "pretty simple" to me, or most other players.
Belive me more then 1 class is using it both in PvE and PvP. Burning status effect is not the only benefit. For example magsorcs are using it with imperial wrath set in certain trials and certain setups benefit from high maim and vulnerability uptimes in PvP. With perfected version still having 2 force pulse value and additional spell dmg now adding willpower on top of it would make it way stronger then some 5 piece sets.
No class is using it nearly as often as the MagDK in PvE. I know it's good in PvP if you play around if, like many stuff are in PvP, but that's hardly a problem.
I think I know where you're coming from, but I also think you're exaggerating how strong it is. On live I parse a little bit better than with MS and PFG on MagDK. One could argue which setup is better at which situation. But the staff is a nice option, it's fun to have some flavor to build around, and still being competitive. It was a long time since that happened in the game, and it's obviously been appreciated. Lots of people run AS staff with elf bane and enjoy the fun and uniqueness of it.
That's what annoy me the most. When ZOS do their extremely boring spreadsheet balance and destroy unique and fun stuff. If this goes live AS staff will be pointless. Who gains anything from that? Another nerfed set on the pile of useless stuff.
What makes less sense is Relequen has been over preforming for years and hasn’t been touched, same as Zann and it got buffed.
So how can they not see that on their “Spread Sheet” other items do.

seerevaloc wrote: »Actually `required time spent to acquire an item` is really an argument @Juhasow. Time also is an important factor. Otherwise, let them put every item into crates in cities, or directly send them to player inventories.
Most difficult content -> Most time spent to grind -> Increased value of reward.
Time spent = Energy and Effort spent = Source of Value => Adam Smith - Wealth of Nations lmao, it is base of the current understanding of world economics. I recommend you to read a bit more over it.
Which is what makes `vMA Inferno Staff` important too. Because you are WORKING to get it way far more than other items. Which makes it more valuable. Basics.
So yeah, it is important in the World unless Combat Designers living in vacuum space.
And for 2 years it was like that? Then why the heck they just changed? If something's wrong, you should change it within max. 2-3 months, not after it established completely.
So bullsh*t in bullsh*t, like Matrushka Babies. Don't defend this please ^^
I think You took my words slightly out of context or simply misunderstood them. Yes I agree that things that require more time and effort to farm should be more rewarding but I was talking of the magnitude of that reward aka game balance. Perfected asylum destro is simply too strong atm when compared to non perfected one and breaks all standards that other weapons are sharing between perfected and non perfected weapons. It is right now 50% stronger then non perfected version and there is no other weapon that is so much stronger in perfected version. After changes it'll be perfectly in line with said standards. Plain and simple. While perfected weapons should reward You for getting them still certain consistancy and reason should be kept in place. Before You'll recommend me to read something I would rather recommend You to read more closely what other people posted.
Why they've changed it ? Well if You havn't noticed one of the key components of this update is general redesign of all master/maelstrom/asylum/blackrose weapons and their drops so why the heck they shouldn't change it now ? It's THE moment to to this. Same goes for master/maelstrom weapons. In 2017 with asylum weapons ZoS brought idea of perfected and non perfected weapons that was continued with blackrose weapons so updating DSA and vMA drop rules makes sense. If You think that things should be changed after 2-3 months if something isn't right then it sounds like You're new to the game. There is multiple reasons why it sometimes cannot be the case and why it takes longer.
You may not like it but it doesn't mean it makes no sense. You're simply bringing emotions into this and ignoring logic.
So, if the only important thing is to make the staff in line with standards, why don't they change both weapons to two casts?
I don't understand at all why you defend bad changes all the time. Making both perfected and normal asylum staves 3 casts makes them worthless. No one will use them.
Answer to Your question is pretty simple. Perfected version seems to overperform in current state of the game. Certain classes are getting way to much benefit from it getting nearly 100% uptimes on all 3 status effects.
Someone can correct me if I am wrong but afaik the perfected version was overperforming due to a bug that would proc Burning status effect way more than it should which is what made it incredibly potent on magDK. Which is fixed on PTS. So it seems reasonable to fix that bug, then see how it's performing. Instead, they fixed the bug, changed the casts, stealth nerfed the time to cast, etc. All in one fell swoop.
It's not just about burning and mag dk. Don't forget that other status effects also exist and provide certain bonuses. Chilled status effect apply minom maim and concussed status effect apply minor vulnerability so keeping it at nearly 100% was very strong addition. Also I don't think that said bug had anything to DK burning status effect DPS.
WrathOfInnos wrote: »John_Falstaff wrote: »John_Falstaff wrote: »John_Falstaff wrote: »John_Falstaff wrote: »John_Falstaff wrote: »John_Falstaff wrote: »Dark_Lord_Kuro wrote: »John_Falstaff wrote: »You still didn't understand the gist behind whole this storm about non-upgradable vMA drops. It's not about bonuses. It's not about numbers. It's about principle: our vMA drops turn into nMA drops. In one fell swoop. We ran for vMA weapons, we earned them by spending time in vMA, and now our time is best spent elsewhere; to have vMA drops again, we're forced to run old trite content again. It's not okay. It's a disrespect for our time and effort.
Mind, if they made new, more challenging and fun vMA HM or something and made perfected drop there, I wouldn't say a word.
Exept you farmed normal weapon not the perfected version and you get to keep what you farmed for
Nope, wrong. I farmed vMA weapons. Repeat it. vMA weapons. Weapons that are given for the clear of vMA. Now, same unchanged vMA is deemed to be worthy of better weapons, and I've already done my grind there. Don't try to pull a fast one on me.
So i bought my Iphone 10 in 2017,but with only 256GB storage, for 1000$. Now in 2020, years later, they release a new model of Iphone 10, with 1TB storage, but also for 1000$. Assuming that my Iphone 10 is still technically brand new, since I have never used it since I bought it, do I have the right to demand Apple to upgrade my Iphone 10 2017 version to the new 2020 version for free?
Nope, that's not how the world functions.
Trying to pull another fast one, eh? By trying to compare world and a game. Nope, doesn't work like that, sorry. If you want everything to work like that, try explaining why we're not getting to keep perfected Asylum destro from live. Ju-u-ust like iPhone, ri-i-ight? Paid for it with vAS+2 clear, nobody owes me the 'new' perfected Asylum that'll be dropping after the patch, so why not keep the old one with me, same logic, right? That's how the world works, innit? Right? Bueller?
So don't try to pull fallacies as arguments. It won't work, people around you have a brain. Either they're changing sets rewarded for a given content player-base-wide, or they're making new content to give us new sets. That's how -games- work.
I don't need to "pull another fast one" to anyone. It's how the world works, and saying that "you can't compare real world logic with game logic" is the most idiotic fallacy of all.
Also, your logic of "that's how-games-work" isn't fact, it's just how you perceive it. It doesn't make you right, doesn't make you wrong, but it does make you very close-minded and easily deny whatever go against your personal logic.
I don't "pull another fast one" on anyone, you're the one that is fooling yourself.
Still waiting for the explanation of why I'm not grandfathering perfected destro from live. Since, y'know, according to you it's how the world should work.
1. The way you structure your sentences make you sound like a 12 years old.
2. You can still keep your current perfected vAS and vBRP weps. So I have no idea what you're even talking about.
No, I structure my sentences as though I'm talking to a 12 year old, which is what I'm apparently doing right now. Since you apparently don't understand (or making a look as though you don't), I will elucidate that for you: after patch, perfected Asylum inferno in everyone's inventory will change to a weaker version. Question to you is, why people don't get to grandfather current, stronger version, and will only be getting weaker version if they'll be getting it as a drop -after- the patch. So yes, you have pretty good idea what I'm talking about. Will you answer the question?
Where do you get this info? Because as far as I can tell, ZOS has never official confirmed this, nor any of their partners streamers/youtubers.
I'm beginning to realize that you didn't read patch notes for PTS, even though you're on PTS forum right now. Can you read? More specifically, can you read the thread named "PTS Patch Notes v6.0.0" at the top of the forum section? Or you can even log into PTS with your own character (if you happen to have a copy from your sever at given week) and see for yourself that your Asylum destro have turned into a pumpkin. I'm not sure why you're trying to play for ignorance right now.
ok mr. Superiority complex. I thought you said that our current perfected version will become the normal version in next patch. If you're talking the "nerf" to the perfected vAS destro, then it's called "balancing patch", or in real life term, called "software update". Also, is it really a nerf? The current perfected vAS requires 2 force shock to proc, but the new one will require 3, but with 103 extra spell damage at all time. That's more of a rework than a nerf. Heck, that could even be a buff in some instances. Have you tried it out yet before QQ-ing?
No, buddy, you're trying to pull a fast one again. Nobody can force you into a software update, in many countries it's plain illegal if you don't click 'ok'. So don't feed me that 'balancing patch', and don't even try going into 'is it really a nerf', if you're even trying to compare 2 procs with 103 SD, then you're holding me for an idiot, or else know absolutely nothing about the game - I'm already not sure which. So, back to our business: I farmed an -item-, a perfected vAS inferno, so, iPhone in your terms, and now company comes to my door and replaces it with a worse version. If things should work the way 'world works' according to you, ZOS should only update instances of inferno dropped after the patch, but don't even think on touching infernos in players' inventories, unless they want a legal act against them.
So, if you think that not grandfathering live version of vAS perfected destro is okay, but comparing vMA drops to iPhones, then you have a case of double standards, plain and simple.
Even though I've already used the term "software update", you still think that equal to Apple coming to your house and replace your Iphone. Yea, no, I'm done. Your way of looking at life is way too pessimistic and I'm not letting you drag me into that mud again.
Also, if you think that a proc condition going from 2 to 3 is a big deal, then you've seen nothing.
One last thing: I don't need to "pull another fast one" on anyone. You're simply blocking your ears from opinions that are different from yours.
It's a 50% nerf, as nerfs go thats big. And yes we're all well aware of the tons of nerfs that have come and gone.
The tooltip proc chance was nerfed 50%, but the set nerf was much larger. On a MagDK the Asylum Staff had a bug that generated far more Burning procs than intended. On the proc (every 2nd cast) it would cause approximately 5 simultaneous Burning procs (each dealing damage with its first tick). The number of Burning procs was related to the number of Flame Damage ticks that occurred within that second, which is why it was only viable on MagDK with all their DoTs. This was fixed (as it should be) resulting in the correct 1 Burning tick, which was already about an 80% nerf without touching the number of casts to cause concentrated force.
seerevaloc wrote: »They seem like found their so-called balance.
vAS staff was disrupting the balance right?
now 2 skills doing 220k dpsvery balanced. They're really sensitive about their stuff.
[Snip] Just experimenting stuff to nerf/buff in the future.
Like Buff A,B,C and note them for Nerf after 2 patches.
Next patch Buff D,E,F and note them for Nerf after 2 patches.
Next patch Nerf A,B,C and find something else to Buff, note them properly for future patches.
Devs controlling the Buff/Nerf Supply/Demand to keep up their Job. All intentional.
Don't really defend their blind mentality by creating your own reasons like you're in contact with them.
THEY
DON'T
KNOW
WHAT
THEY
ARE
DOING.
or they are really mean about game, playing cat-mouse game.
[Edited for bashing]
seerevaloc wrote: »Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
seerevaloc wrote: »Except 2-3, almost all difficult-to-acquire weapons are now rewarded to FG1 difficulty. Nothing worthy left, even tho there are still 1-2 trials remain with nice reward, I don't trust ZOS.
If this is trying to say vMA is at the same difficulty level as FG1 then someone stretched the truth quite a bit. While vMA has gotten easier due to the power creep over the years it is laughable to suggest it is to the level of FG1.
usmcjdking wrote: »usmcjdking wrote: »
Yeah except for the year and half of predominantly nerfing classes and sets. I guess that doesn't count since there were buffs 4 years ago though.
Guilds are beating VAS HM in sub 4 minutes. That wasn't the case when it launched 3 years ago and it wasn't the case even a year ago.
The entire argument of wanton nerfing is evidenced nowhere. [snip]
[edited for baiting related comment]
usmcjdking wrote: »