Quote:
Originally posted by Cheetra
In a nut shell the developers are saying this ( correct me if i'm wrong Cz ):
The nerf to uvc being useable on everyone was not enough. Players are still doing to much damage.
While at the same time they are putting mobs in game with more and MORE hit points that ONLY get hit by crits, that take my guild Mercenaries of Kai ( considered by many to be one of the OT "uber" guilds ) what amounts to dog piling tactics on these mobs.
What do i mean by that? You are not even over rez effects and throwing yourself on the mob AGAIN ( read most raid members WILL die at LEAST 5 times prior to the mob finally kicking off ). I'm talking about raids with 4 -6 full teams here, not 6 folks that decide to go hunting a boss mob, I'm talking about enough people that my CORPSE is following around the boss mob for over 3 minutes prior to the SERVER realizing it need to get rezz'ed ( due to server side lag i can only assume, as i not the only person this happens to).
And some how we are doing to MUCH damage?!? Raids where the number of people involved are so high the servers can't handle the load, and we do too much damage?!? NONSENSE.
This is nothing short of an EXCUSE to once again slow down the players leveling attempts, even if only a select few with LLTS are effected ( at first glance ) in truth this effects everyone that groups with someone that has a LLTS as well.
The changes to LLTS are NOT going to solve that, ESPECIALLY with the up coming changes of init effecting recharges speed on weapons. MEANING this will not have as big an impact on leveling as the dev team thinks so expect another nerf to all damage soon.
If anything the chage to the way init effects weapon recharge will put more people doing better damage WITHOUT A LLTS. MEANING - average group damage will GO UP, hence why we should expect another nerf to damage soon.
The developers of this game often fail to have any idea how the rules the set actually effect game play, hire me for petes sake, i see interactions well and am honest enought not to only root for my choosed profession. *coughfixercough*
The list of the interactions the development team has failed to see is far to long for me to list here, but ever single nerf given has been direct result of that, making changes to items with other changes planed to change the combat system is NOT smart, especially with the planned changes will ALREADY effect the item they are thinking about nerfing. ( IE if recharge speed is effected by init and a players is taking a -800 init from a scope they WON'T be recharging as fast with one on ).
Let's take yet another look at this: in order to use high end scope there is a hefty investment in the skills to use a scope.
*****I have an alternate suggestion all togather, add the req's of the VE to the OLD LLTS of similiar ql and leave it at that, invested IP to do more damage, THAT is fair.******
The track record to date:
1) Dev says: players are over equiping:
what occured - mob difficulty was increased
result - players getting killed in missions more, leveling slower ESPECIALLY those that wheren't over equiped to start, MORE people start over equiping in an attempt to just make it through missions.
2) Dev says: players are still over equping ( as they now have to not to get smacked around like rag dolls ):
what occured - OE coding added to game. MOBS NOT CHANGED
result -hunting without a MA in team becomes a VERY bad idea, as the additional damage from crit buffs is needed to dispatch mobs. ( a LOT of ma's get started around this time as the ma luv'n patch finally happens ).
3) Dev says: players are "doing to much damage":
what occured- MA cirt buffs are made self only, new line of greatly reduced effectiness is introduced that is usable on others, agents are given self only crit buffs, and ones useable on others, crit buffs speeches introduced for crats ( VERY little benefit ) max effective non- agent non-MA crit buff % is lowered from 24% to +14% ( roughly i'm not looking this stuff up atm not sure on max % crit from crats but i think it's 2% ), max crit for agents and MA's now exceeds previous possible.
NOTE this is ONLY If the team is running buffs from all 3 porfessions.
result- the breaks are throw on leveling players are extremely dissatisified with the lack of visible progress in leveling.
4) Dev says: players aren't happy with the lack of leveling:
What occured - team mission are implemented ( finally ) and people start leveling again, mission exp awards for completion beind awarded to the entire team adds greatly to the draw to do team missions.
Result- players are leveling pretty rapidly again.
5) Dev says: players are doing too much damage, already nerfed crit buffs.. what else can we nerf?
what occured - LLTS is removed from drop tables, in the patch message we are told to treasure them as that's it their won't be more. reduced version of the LLTS *using completely different abilities to equip* with about 50% of the old LLTS max +% to crit is made and put in game, HOWEVER aquiring these highest end ones requires running ql 250 missions ( very dangerious mission reguardless of level of the team or make up ).
Result - LLTS values skyrocket, over night these items become THE most valueable items in AO. As per the patch message they are kept, they are cherished, and they are still in use.
6) Dev says: players are leveling too quickly in team missions. we should add unique spawns in really dangerious spots where exp looks really good until the boss spawns and kills everyone. IE increase mob tuffness( again ).
What occurs - dyna camps are instituted with ramdom spawn boss mobs that can and WILL wipe out just about everyone actually hunting for exp in the area if aggro'ed.
result - only the heaviest hitting ( largest ) factions even have a chance at these mobs as the man power and level of cordination to take them down precludes all but the best and highest level players. Never the less that is what happens, even though the bosses are adjusted to insane hit point levels, hit incredibly hard, are in some cases given PETS, and are in fact VERY difficult to land anything BUT a crit on ( mostly the players are hittting air ).
7) Dev says: players are doing too much damage: aka our boss mob got killed!!!
What occurs - dev decides to nerf the LLTS still in game, the last bastion of MANY players hopes for doing GOOD damage.
Results - yet to be determined.
Do you see the cycle?
Players get smart and development team nerfs us, the issue isn't damage, the issue isn't pvm, the issue isn't pvp, the issue is that every time players level at a rate the dev team doesn't anticipate OR do things the dev team seems to put in game not as challenges, but as obstcales we are to never over come, WE get nerfed.
The intent is pretty clear: kill the players as often as possible, allow them to gain a min of exp in the mean time.
STOP THE CYCLE HERE.
Do us a favor and have the dev team stick to bugs, new content and stay the heck away from "balance" issues, they suck at trying to figure them out, as their track record has show time and time again IMO.