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  1. #1
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Because this is a team game. You are playing in a party, and in all the content that "matters" (savage and ultimate) you're in a full party with 7 other people. Everyone has their buffs, their +5% damage skills, etc. and they all stack upon each other and snowball pretty quickly. If everyone could inflate their numbers by 10%, 20%, 30% etc. balance would be non-existent, bursting would be insane damage and fights would be over in seconds.
    CC is very contextual and can be really unbalanced in higher level content. A stun is effectively damage mitigation, so a 3 second stun means no damage for 3 seconds, and damage in content that "matters" is very, very scripted.

    You just need to get used to different numbers. Drop a zero. It doesn't need to be 30%, a 5% damage buff is massive.
    (11)
    Last edited by Seraphor; 08-09-2021 at 04:21 AM.

  2. #2
    Player
    Rhaggnos's Avatar
    Join Date
    Feb 2021
    Posts
    36
    Character
    Rhaggnos Asura
    World
    Spriggan
    Main Class
    Reaper Lv 90
    I get that the point is for them to run in a stack, but I feel like there are better ways to go about that. Classes could have passive buffs to stack with others, while the main rotations could be trimmed and rebalanced into more fun, poignant cycles. Imo it's much more fun to spread out damage rotations into moderately low numbers working towards super high bursts, instead of, for example the 2 eyes Dragoon buff just allowing you to cram in spammy casts over and over.

    I find it more interesting and fun to have every filler skill hit for a little less (say 30k instead of 43k) to then allow every 12 to 15 for a Stardiver proc to do 500k instead of like 120k. The overall output is the same, but it's way more satisfying to land a meaty blow, imo. Feel like the bar / eyes / charges you spend rly make a huge difference. As it stands the overall dmg of a DRK Spiller window is good, but spread out. The total amount is high, but each hit feels weak. It's a feedback thing. You do a huge animation and see the bar barely move 15% on a mob...

    Also WoW went along this "only mythic raid matters" route and it became trash for it. I get that balance is done around the hardest content, but I think the rest of the game should not suffer for it. Even if that means adjusting it specifically, like using Echo or other modifiers to make solo and small grp content feel more meaningful while not breaking the endgame. Or, you know, simply balance Boss HP around the higher dmg / reduce trash mob HP pool drastically. Either way is fine. It just feels bad when your "ultimate" resource spenders barely do more dmg than your filler trash spells :P
    (0)