Ranking system for 4v4 solo is bad .. maybe it fit 4v4 premade but not solo... its really idiotic that 95% of player base is in bronze and its just make it elo hell with 25win / -25loose idea .. so bad.
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Ranking system for 4v4 solo is bad .. maybe it fit 4v4 premade but not solo... its really idiotic that 95% of player base is in bronze and its just make it elo hell with 25win / -25loose idea .. so bad.
That dissipation change would be extremely powerful for PVE as well, which I think in general needs to be considered in PVP balance. The embrace change could be good, I agree, and if given the CD of the cast time wouldn't really change it much. I don't this aetherflow should reset on death because it's no different than say...Tetragrammaton, Blood for Blood, or Lightspeed. It's a Cooldown that grants you higher power during the periods in which you have it. Does it suck when you pop Aetherflow and then die immediately after? Sure, but that can be said for any other ability.
Dissipation doesn't actually have to be changed in PvE - there's plenty of precedent for abilities to have different effects based on the zone (Miasma, Swiftcast, Medica II, Cleric Stance, Resurrection). Hell, Dissipation already does different things in PvE and PvP - the duration is 15sec longer, which is technically better but also makes resummoning harder since you can't click it off. I think Dissipation would actually be better in PvP at 30 seconds right now, because it often has 5-10 seconds left when you have a few seconds to regroup.
And while Aetherflow is "just a cooldown", as things are right now, the class just doesn't function in combat without access to it. It might be less necessary with changes to how Fairy works, but it's something to look at if Scholar still has a hard time stabilizing even with a more reactive fairy.
SCH was always supposed to be a support healer. in 4 vs 4, its a crutch.
Most seasoned players absolutely ignore SCH and just concentrate on bringing down dps/caster/tank. A SCH simply can't sustain main healing over a long period of time.
My experience is that SCH is effectively shut down by SMN/1 good dps.
Example:
A SMN can burst down a dps and lower the group dps rating with a gcd of 60.
A SCH can counter burst heal a group/person with a gcd of 60.
If a SCH to burns itself out countering a SMN burn, the team dynamics look like this for 60 seconds!
Simple number game
SMN Team: 2.4k dps
TANK (800 dps)
HEALER (200k hp healed (single/multiple target))
DPS (1100 dps)
SMN(500 dps/gcd'd).
SCH Team: 3k dps
Tank (800 dps)
Healer (40k healed/20k galvanized split on 4 targets with 1-2 targets receiving dmg)
Fairy(15k heals single/multiple)
DPS (1100 dps)
Caster (1100 dps)
The DPS vs the Healing:
SMN team performance per second: 2.4k dmg with 3.3k single target heal per second.
SCH team performance per second: 3k dmg with 1.25k multiple target heal per second.
The Healing vs the DPS:
SMN team does 2.4k dps and SCH team can heal 1.25k per second.
SCH team does 3k dps and SMN team can heal 3.3k per second.
So who wins? Right.... Right?
Wut? i dont use TP regen before sprint but after so it was always full 20sec duration if you meant that, nobody uses 300 TP sprint as its waste of sprint CD. That 300/500/400 TP you get after restoration is for weapon skills not for sprint, this "fix" was nerf for my personal gameplay style so i guess it was equal nerf for both even tho nothing has really changed except both melee and ranged has shitty 10s sprint now.
50% loss in duration is the nerf part. I just prefer longer duration over more frequent usage as TP bar fills pretty fast out of combat so it kinda makes that frequent usage pointless, now if you are talking about feast where you are combat pretty much whole time and arena is rather small then it might be handy(even there i would still like old one)but i have no intrest of doing 4v4 solo-RNG so i stick with FL where this new sprint just plain sucks.