People have different opinions about the affects of U13 on balance, but I think one thing is undeniable...... as a creep friend said, "it sure wasn't good for business!" I recently transferred off the server I played on for two years because u13 completely killed the action there. I checked around in the forums and messaged people on other servers, and found pretty much the same thing. I transferred to BW, because action was dying or dead everywhere else from what I could tell. And, what did I find there? Logged in, ran down the front steps of GV, and found six FoTM defilers supporting a whole bunch of BAs and two sets of multi-boxing weavers. So, when it comes to nerfing RK dps without balancing other things as well ....... why? Frankly, I'd put u13 in the same category as HD. Both resulted in lots of players leaving the game. If there are stats that indicate otherwise, I'd love to see them. From personal experience, though, more than half the people I was playing with in November, and had played with for several years, are gone now.
Anxious to see what the next to level cap increases bring to the game. Hopefully, they'll be changes that bring people back instead of causing still more to leave.
Last edited by Nouri; Jun 09 2014 at 06:51 PM.
And please give a look at 'Prelude to Hope', healing 56-60 morale per tick. It's too weak.
the attemp to implement a rotation into the RK healing is one reason why we are in a bad spot
comboing skills is ok like bubble + EfA to react to certain situations (as long as it isnt the main fokus)
but a rotation in healing takes all flexibility from you which is bad
Healing situations are, in every sense, much more unpredictable and tougher to adapt to than DPS situations. DPSers can always (unless when doing PvE and all damage has to be stopped) continue their rotations and achieve a reasonably predictable outcome. Healers however, must constantly watch and maintain the unpredictable spike, AoE, and other damage on their group members. Because of this, it is nearly impossible to continuously follow a specific healing rotation. But like I said earlier, in order for any healer to have a reliable baseline of healing, they must have some potent rotation that they can fall back to. That is one of the reasons that RK healer is in a tough position when competing with other healing classes. The inability of RKs to string together skills and create efficient combos (other than the unpotent MV+WoH combo that eats up power) is something that needs to be, and I believe is currently being, addressed (at least from what I have heard about with discussion related to the tweaking of skills animations).
i of course agree with something basic that maintain a good baseline of hps
i personal just wouldn´t call it really a rotation if it does not contain 4 or more skills
Any chance we could see a bump in the proc chance on the buff that reduces inductions? I haven't had coffee, can't recall the name, it seems to come up so seldom, omg is rng nerfing us too!!!!!
If you do changes that completely destroy pve fun (as they did), most pve people will just stop doing that and just leave the game or even stop buying expansions until it's fixed while pvp people might be up yet for playing but some people who do pvp are mainly raiders who don't play if the game doesn't offer fun in pve.
Now if you do changes that completely destroy pvp fun, some people will cancel subscriptions, but most pve people will keep buying expansions as long as pve is good and I don't think that will mean a huge income loss.
So in my oppinion, first fix pve which is most of the game (if possible before 90% of the players leave the game), and then fix pvp.
that includes high rank versus low rank btw, I just really don't see the point of classes being able to kill another player in mere seconds.
If someone gets ganked by multiple enemies and dies in seconds, sure. But one warg killing low ranks before the Sudden Pounce stun wears of just scares away players from soloing and encourages everyone to huddle up in big raids.
Rune Keeper Changes on bullroarer
Riffler of Writs items should now properly remove the attunement shift of a Writ as intended.
Words of Exaltation had old tooltip text that referred to the duration of the bubble being increased per tier of writ of health on a target. This functionality was removed in update 12 but the tooltip was not updated. It is now.
[I]A small cog in a big machine.
Life has no "Undo" button, only "I'm sorry". Thinking before doing is a good thing.
I've already gone and checked on DNF and I have to say Thanks Jinjaah for listening to us on this issue. I know I've been trying to get this specific change ever since HD Build 3.
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