Comment on Game Update Notes: September 26
Kaldo@kbin.social 1 year agoTbf scourge needed a sledgehammer and the rest of the balance changes are indeed more of a small tweak than drastic nerfs.
Also, the argument "it's pve let people have some fun" is very shortsighted. Yeah, it's pve, but most boss fights have become ridiculously easy and our potential max dps is just completely out of control. Something has to be done for the sake of actual enjoyment, content longevity, ingame economy and all manner of other factors besides "some people like a power fantasy". We've had our fun for a month and it was more than enough, time to reign it back in.
necropola@lemmy.sdf.org 1 year ago
Whose?
While I wasn’t playing Scourge myself since June (I’m wating until the Yo-Yo settles), I actually liked that an OP spec enabled players to access/beat content that was (or appeared to be) out of reach for them. Well, that’s over now.
Also, PvE isn’t equal to end game content. For the majority of players PvE means Open World and Story content where condition builds are notoriously slow compared to power builds. Those players probably had a lot of fun (and not a “power fantasy”) until this nerf and are now wondering, why it suddenly takes so much longer (again) to kill stuff.
Drastic changes are never good. Neither Buffs nor Nerfs. Especially for the more casual majority of players who might not even read the patch notes.
Ravi@feddit.de 1 year ago
I think you mistake where the drastic change really happened: on Soto release. Scourge went fully over the top. It’s always important how much dps a build can regularly do, because it trivializes certain encounters and let’s you skip mechanics entirely.
This ofc also affects more casual players too. But if the non cm game is too hard you are definitely doing something completely wrong. You either have very wrong equipment, traits or play the build wrong. But the good thing is, there is a very easy solution.
There are “low intensity builds” for every class that you can play with about 3 buttons. Combine this with cheap lvl 80 exotic gear from the trading post (about 25g for a full set of items) and you are easily in the top 10 damage dealers in any open world meta. This is even enough to beat pretty much all the raids and all fractals.
necropola@lemmy.sdf.org 1 year ago
To give this some perspective: I’m playing Open World builds with quite a bit of survivability and QoL on all 9 professions which means I’m doing about 10K DPS (in a PUGed and hence not optimized strike mission squad) and I’m usually providing either Quickness or Alacrity to the group. This is far from 49K, but obviosuly still enough to beat the content. I’m not doing strikes very often, because I dislike playing circus horse simulator, but when I do, I’m ususally waiting for a Trainming PUG to pop or create my own. I actually like the team work experience and most of the time people are rather pleasant and patient.
Which brings me back to why I liked the OP Scourge. If people were (before this nerf) running a Condi DPS or Alcrity Condi DPS build in Celestial gear (maybe from booster), they would be easily doing more than 10K DPS. Even when rather poorly executed. Which allowed an unexperienced player to feel comfortable with their DPS and learn the encounters (jump through the hoop, when the game “tells” you). This was once true for Mechanists too, but DPS in easy mode/build has been significantly nerfed over time.
And Scourge players who don’t do any end game content (the vast majority) are experiencing seemingly random variations of their DPS in Open World, depending on whether their profession/spec was just hit by a drastic nerf or buff. I really don’t think, that this is good.
The root cause for this is that ArenaNet bases their “balancing” decision on top DPS. i. e. the performance of a teeny-tiny fraction of their player base.
Ravi@feddit.de 1 year ago
You are talking about a problem that is independent from the dps output of the classes: players aren’t told how core mechanics work. This has been addressed in the recent updates with the adventure guide and the beginning of EoD. You have to seperate this from the damage balance though, because a dead dps doesn’t do any damage, regardless of potential.
On the dps side of things there are also two main aspects: baseline and maximum potential (floor and ceiling). You are talking about low performing players, that are on the floor side of things. But neglected the ceiling part. If you raise the ceiling (like soto did) you trivialize a huge part of the content for most players. Especially in raids there are mostly mixed groups of players, with low performing and high performing players. If you have just two players doing 80% of the benchmark dps, the group skips entire parts of the fight ruining the encounter as it was intended. This also affects the low performing players, that are in the group as well.
Now let’s talk about the baseline (floor) of dps. Yes there is a big difference between baseline dps and the ceiling you can achieve, maybe they could tweak this a bit for some classes. But in my experience bad baseline dps often comes from bad preparation or bad support. Before last patch I tried to benchmark the power soulbeast standard build on the golem, with only doing sword auto atracks. I did get 17k dps out of it. That’s more than enough to beat almost all content. You literally don’t have to press any buttons, just do the mechanics.
Heal and boon dps is another thing. It’s a shift of focus, your dps isn’t that important anymore, now it is keeping the team alive and providing utility. This is traditionally harder than pure dps, because you need to adapt to the encounter you are facing and know the kit you are using. But there are easy variants too, that can provide the core boons without breaking a sweat.
All in all it’s not “git gud”, but just “git okay”. Invest 15min for preparation once to setup your class and you are good to beat any non cm in the game. If you want to get into raids, strikes and fractals invest another 10mins to watch a mechanics video or go into a training raid before joining experienced groups.