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Thoughts on U35 combat changes

invictus95
invictus95
Soul Shriven
I want to do a small introduction, usually I'm not a player who write post on forums but I'm usually a passive reader but this time I feel to give my opinion on the next Update, also this is not a post against the Dev and is not meant to offend anyone.

I tryed a bit the new combat changes of U35 in PTS, I did some parse at the dummy and honestly they felt slow, clunky, this changes want to aim to improve accessibility, want to try and reduce the gap between the different layer of players but I don't think this will hit the mark nor it's the right thing to hit that mark. The new update will bring a lot of changes all together, it's a lot to take in a believe the Devs know what they are doing and have thought how to rebalance things later, if they have decided to go this way they will, personally as an experienced player I think I will be able to adapt but if all of this is made to help new player or player that struggle in do what can be defined as end game content such as trial (normal and veteran) or dlc/veteran dungeon it simply not going to work, right now there no need to hide it since his in plain sight there is a huge gap in the skill level between different type of players, players who do end game content as hardmode veteran trial, trifecta runs, scorepushing, are on a completely different level of the average players, and we are talking of a very small percentage of the player base.
The combat changes will not hurt them because they have experience and knowledge of the game but will surely hurt the average of player that try to do end game content and if they are struggling right now they will have even more problem in future, meaning that there will be a lot of rebalancing between damage, healing, content damage and content difficulty, all if there will still be players since a lot are fleeing the game in fear of this changes (maybe overreacting too much).

Honestly changing the combat system isn't to help anyone, the skill gap will still be there, probably will increase even further, while losing what make feel the combat system of this game unique compared to other games. If we start to think a bit, and this isn't meant to offend anyone outhere, the main reason of the skill gap is in the player mentality, this incredible player who do world records and stuff simply train a lot, try out a lot of stuff, find way to optimize them self and the group and it's not something so impossible to do, right now it is easy to join guild find people who can teach stuff like weaving, skill rotation, it is easy to find video content on youtube about trial, mechanics and how to do things we can go through a lot of changes but it is up to the player fill the skill gap, we can have simplified rotation, reduce importance of weaving but if people don't wont to improve and think that they can clear content of an mmo as a single player rpg or spamming just one button, there is not much that can be done except making the game play itself for the player.
That said I'm not here to cry and say please revert everything back, if Devs thinks this is the way to follow so be it, if they think they are doing wrong they will revert thing it's up to them not to me, what I want to say is that in My Opinion this changes are missing the right mark right now if the goal is to improve accessibility to content first there is the need to create more engaging end game content.

I think that is a bit impossible that the majority of players in the game don't have the desire to get better and improve meaning that reason why some content feel less accessible is another one, I will now focus more on trials then other things. Lets just try to answer one simple question: I am an average player of the game, why should I go into a Trial?
First answer that come up is "to farm gear" and that's fine, but once i got the gear what i should do? Go into vet trial and try and get perfected gear? Ok, but first thing passing from normal trial to a veteran trial is like , starting to swim in a kids pool with the water at my knees to directly swim into open sea, so I have to improve a lot to get what a perfected gear that gives me an extra line of set bonus, not always that important, and 15 plunder (15k gold) that potentially will not cover the expense done to complete the trial, so it doesn't feel really appealing, i do it for the gold, there are better ways, i do it for the gear but i can get it easier in normal and a lot of guide said it doesn't make that of a difference if it is perfected or not, i might get a style page or i can do it for the achievement and what it comes with it but if i want something more concrete there is nothing.
This is the problem with the end game content right now, that tecnicaly there isn't any end game, right now a lot of people consider end game trifecta and scorepushing, and other consider everything that is up to level 50, but when it comes to the average of the player i think that few are there saying let's do a trial to get something, because that something doesn't exist, we can put on the plate the gear, ok but one the collection is complete, why should a player go into a trial? Sometime personally I log in, think of what to do and rarely found a reason to go into a trial, I often end up with doing a simple random normal dungeon as daily and get fast and with low effort a good amount of transmute crystal.

I think that right now that must be the focus, give players more reason to play some content, it can be anything, furnishing, transmute crystal, style page, more gold, better leader board reward but there is the need to give players reasons to play more, more a player have thing to do , more it can be invested in the game and willing to improve and this can really help to reduce the gap. I mean it is also right that a player who spent his time to practice is more rewarded for doing so, normal content is always there and is truly a lot forgiving when it comes to the gameplay but trying to change drastically the combat system trying to get more people to do more stuff and ending in hurting them, at least in the beginning we don't know how future update will be, is way more counterproductive than trying first in getting more involved with the content, more willing to learn and improve and if this doesn't work I'm completely on board let's change thing drastically if that help but we also have to remember that not all people play for trials, not all people play for overland, not all people want to complete hard content just for a title, a colour or an achievement, some want more concrete things some other don't.

I trust the dev in whatever they decided to do with the future update, they work to make the game better for us and they deserve our support and feedback, I appreciate the idea behind the combat changes but I simply think it's not the right way at least not now and not like that and also not all of this so soon after a new chapter, we already seen a bit of a fail with the hybridization that didn't bring variety but in end game fossilized the meta into the same skill, the same set, the same stats. To have the possibility to play the game the way a player like it it's mostly a choose from the player and it's come with a compromise and a price, usually it's up to the players to find way to complete content and devs are already trying hard to help everybody but their job is to make the game enjoyable and having challenging content is important, this type of content is usually completed via meta ways and that is ok devs make the challenge player find the way to complete it, having the devs trying to reduce the gap this way it's not healthy in the end people must accept that meta exist and will always exist, especially in online games, right now meta is skill rotation with light attack weaving between those skill and people have to accept it and they must also be willing to learn it, if I want to play a stealth build and it don't work in dungeon or trial it's my choice to play that build and I have to accept that this way I cannot do some type of content, if I want to play a heavy attack build I have all the rights to do so but since it is my choice if I can't find a group that let me play than what should I do is create and optimize my own heavy attack group and this can keep going on and on with every kind of player in the game.

That said I know that the dev team is working hard and the idea at the base of the update is a good one improve accessibility and reduce skill gap is a nice goal but I also think that the dev already knows that they have to hit the right mark to doing so and I invite every body on give feedback on what they should aim for to do that because if un update to improve accessibility goes live and there are less player who play and no one is there doing content probably the update didn't hit the marker.

I thank in advance if someone from the staff read this and find it useful to pass onto the dev team.
  • Mizael
    Mizael
    ✭✭✭✭
    Still why nerf the damage of ALL people if you want things to be more accessible? Nerf content then? I really don't understand how they tought it would make all easier and better doing these changes... why. No clue, we will see on monday but st dots remain garbage, aoe dors get a 10% nerf while we still LA and HA nerfs. How, how, how, how this would make a game easier. Give up on this idea already.
  • invictus95
    invictus95
    Soul Shriven
    The only explanation I could find is full nerf now and rebalancing later with future updates but the biggest problem is who will be her for future updates since a lot of player are leaving the game. Right now we are getting only more nerf e no accessibility, end game players who will remain probably will adapt but a lot of player who struggle right now will just quit the game. We can only hope in a revert or a change to another way to improve accessibility.
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