I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.
I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.
Easier content like overland or delves you won't really notice a difference because the relative time to kill is already so short. If it took you 4 seconds to kill an overland mob before, at a 20% damage loss it will now take you 4.8 seconds. Pretty tough to notice any difference.
But if a boss in VMSA took 2 minutes to kill before, it will now take you 2m24s, which you will likely notice. Or those enemies that take a second or two longer to go down now get in an extra hit or two, you will notice in any "race against time" scenario.
If you were in a Vet dungeon, or trial that has a DPS check, that extra 20% can not only take noticeably longer, but even make the content impossible.
I didn't like the new jabs animation on PTS and it hasn't been reverted, but then I didn't imagine it would be. I've played my 250CP and level 13 (different server, no CPs) templars in overland content including delves thus far and apart from the animation haven't noticed any difference.
Easier content like overland or delves you won't really notice a difference because the relative time to kill is already so short. If it took you 4 seconds to kill an overland mob before, at a 20% damage loss it will now take you 4.8 seconds. Pretty tough to notice any difference.
But if a boss in VMSA took 2 minutes to kill before, it will now take you 2m24s, which you will likely notice. Or those enemies that take a second or two longer to go down now get in an extra hit or two, you will notice in any "race against time" scenario.
If you were in a Vet dungeon, or trial that has a DPS check, that extra 20% can not only take noticeably longer, but even make the content impossible.
Vet bosses and elites in dungeons and trials had their health lowered by 10%, which is partial compensation for the dps nerfs. Based on the simplicity of the bone they threw us, especially after initially indicating they wouldn’t change anything, I expect they will want to readjust content in a more nuanced way once people start running it and producing logs for comparison. They have stated that they intend to keep the “same level of challenge” as before.
Where they’re clearly going to fail noticeably in that goal is arenas (and it looks like vet trial portals), since those were deliberately excluded from the health reduction.
I don't use combat dummies or anything, so I can only say how combat in overland feels after the changes.
My bow/bow warden: didn't notice much of a difference. Takes about the same amount of time to kill mobs. Maybe a tad longer, but not enough to get excited about.
My stamina templar: Same. I play 100% in first person but switched to third to check out the new jabs animation everyone is complaining about. Didn't really see a problem with it, but as I said, I don't play in third person.
I'll try my frost warden later.
It didn't feel that my DPS had increased in any way. It's the same or a tad lower.
Is appears that the 3s/9s change to shalks didn't go through. Mine are still firing at 3s/3s and the tooltip says the same. I use Subterranean Assault. I'm glad they decided to ditch the change.
Plaguebreak:
This set now has a cooldown of 20 seconds per target, rather than only against targets that do not already have the DoT on them.
Reduced the Damage over Time by approximately 48%, but this damage can now Critically Strike as it does not have ingrained modifiers built into it.
Increased the damage by explosion by approximately 3%.
The damage from this set now always applies the Diseased status effect.
Fixed an issue where this set was not proccing off some direct damage abilities.
For me one positive so far:Plaguebreak:
This set now has a cooldown of 20 seconds per target, rather than only against targets that do not already have the DoT on them.
Reduced the Damage over Time by approximately 48%, but this damage can now Critically Strike as it does not have ingrained modifiers built into it.
Increased the damage by explosion by approximately 3%.
The damage from this set now always applies the Diseased status effect.
Fixed an issue where this set was not proccing off some direct damage abilities.
Lots of free dmg from Occult Overload on all mobs in range without struggle.
I already soloed few group delves in Craglorn and a single Celestial Rift, easier than before.
Re-made Biting Jabs are a bit messed up, in both damage and animation, doesn't give that much felling as before, but still a good spammable. Just need to get used to new look and decreased damage.
https://drive.google.com/file/d/1ZEEiJmceQ5V4NbHAbyzIKXKAsKriIFLm/view?usp=sharing