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It is very clear to anyone that pvps that these changes were not play tested at all. I could tell by reading the HP increases before even playing the patch that it would not be enough considering the amount of potency increases across the board. That's not to mention how much more crowd control was added too. It would take at most 30 minutes of gameplay to see that Purify does not work, Astrologian is completely overtuned, and Black Mage is even weaker than before. A lot of these things were problems that were patched and fixed in the past. For some reason all those were forgotten and some things are in an even worse state than when they were patched long ago. I will list many issues with the current patch.
-Too much damage. As the main topic of this post, it really feels like the statement in the image above was either a blatant lie or just so off base because the devs did not play and test this enough. It feels even easier to get KOs with bursts. It feels like there is burst more often so it is easier to keep rolling when a KO happens. High end solo queue games feel really bad with this, I don't even want to know what high end Light Party gameplay will look like.
-Too much crowd control. They already addressed that Purify is broken (I think, I can't read Japanese and they didn't bother giving us an English translated explanation.) But that is only part of the issue. Purify only lasts 3 seconds now, making it feel way easier to be crowd controlled. The duration needs to be reverted. Monk and Black Mage lost a lot of crowd control, this was a good change. But why does Red Mage suddenly have a silence AND an OGCD stun? Vice of Thorns did not need to be a stun, it didn't even need to be a crowd control effect. We needed a major drop in crowd control abilities. This was something Overwatch changed and it made the game feel much better. This is something our game needs to fix too.
-Long animations with crowd control abilities feel terrible. It can be so easy to just walk away from some crowd control effects because the animation is so long. This is the case with both of Samurai's crowd control abilities and Warrior's Primal Rend. You use these abilities to set up more Damage but they will be out of range by the time the crowd control comes up.
-Setsugekka range going from 8y to 5y. This was something fixed in Feast as it was too easy to just walk away and cancel the Samurai's cast. It is even easier to do so now than it was during the Feast days. I tested this, using all three charges of Soten on someone who was sprinting away and every single time they were able to out run the Setsugekka cast. It needs to be reverted to 8y