Comment on Game Update Notes: September 26

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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.

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