So basically give the beam a cleave damage reduction, yeah can see that working, but what I wanna know is why don't they just give jabs full cleave damage?
Joy_Division wrote: »Because most Templars highly dislike what ZOS has done with Jabs.
So basically give the beam a cleave damage reduction, yeah can see that working, but what I wanna know is why don't they just give jabs full cleave damage?
This. If fatecarver works, why not re-remove the condition from jabs? We know it's functional, great, but not necessarily OP per-say; why not restore jabs -a suffering class-identity spammable- to its former glory?
Alternatively, why not buff jabs like Fatecarver? I’m tired of my main class feeling like it’s tickling players and mobs with a yellow pool noodle.
So basically give the beam a cleave damage reduction, yeah can see that working, but what I wanna know is why don't they just give jabs full cleave damage?
This. If fatecarver works, why not re-remove the condition from jabs? We know it's functional, great, but not necessarily OP per-say; why not restore jabs -a suffering class-identity spammable- to its former glory?
Bc the problem with jabs (and Im not saying its perfect at all) was that it was overperforming just as the beam. A spell shouldnt be as efficient mono as it is in zone - the amount of damages the beam produces skips all alternatives of gameplay and just kills competition like no other class can do actually. In my view, it is completely logical that a class that have significant monotarget damage spells should be dealing more monotarget dps than a class that can cleave on all its spells for not that much of a drawback whatsoever.
Its litteraly the problem the jab had before and if we can do this for the jabs, I dont get why the beam couldnt be balanced in its damage output. An other class that cleaves a lot is necro (I main it) but necro requires a full two spellbar rotation and 30s of reunited condition to hit properly and achieve max dps, which on bosses for ex is quite rare, while arcanist asks 8 sec maximum to reach max dps in any situation.
I dont find this to be a sane gamedesign in matter of learning/exigence/reward and we can actually see the repercussions on group compositions, its not like I'm inventing it /