Hyrist wrote:
I am curious, Ostia, for all your criticism of it, do you have a specific suggestion in mind in how to improve it?
Let's keep things in the scope of what's realistic for what's pretty much the last adjustment phase. Are there any single thing in particular that would greatly aid things in your view?
Indeed! First off they have 3 problems that are overlapping with each other, one is the GCD, the other is encounter design, and class balance... Now class balance is the easiest to fix, my pug in beta, is no match for my dragoon in any sort of DPS fight, long or short i will beat him, so will archer also, but that can be balanced afterwards, it is not my main concern with the combat.
First off they need to take all the abilities that are not combo out of the GCD, there is no logical reason for a pug's heymaker to be tied to the cool down of his initiating attack, heymaker is a reaction ability and a bad one at that, it does less dps than my 1, and it has to be triggered by me evading an attack, so if i am fighting a boss, i will have to put myself in harms away in order for it to trigger, and if it does, then i need to make a choice, do i keep my combo going which will in the end get me the highest dps possible, or do i wait for the CD and hit heymaker for a low dps attack that adds a 20% slow ? As a DPS i should never put myself in danger, and the combat should reward me for playing correctly, i am pretty sure another class can add the same slow with little to no risk involved, heymaker is an ability that is there, just to be there, there was no tactical or strategic thinking involved when they created it. Also my dot should not be tied to my cool down, neither should evade, or second chance, this are abilities that should be ready to use when i demand them to be ready, not when combat dictates (For example in WOW my evade as a rogue is not tied to my GCD nor is 90% of my abilities, if i get aggro from a boss, i hit vanish and the aggro resets, i do not need to wait 2-4 seconds for the global to cool off) that is how GCD should work here.
Now the biggest problem in my opinion they have is encounter design, and i will tell you why, monsters are easy, bosses are easy, up to haker manor, there is no challenge involved, now will this change ? Who knows! From what i saw, they nerfed tam tara into the ground from phase 2 to phase 3, and there was really no need to do that, tam tara was easy already, but it was kinda long, so it balanced itself out in the end, right now is just another version of sashtasha, even their end boss is the same gimick. Unless they address encounter design, anything else they do will only result in the game being seen as "Easy" if they remove the GCD restrictions, now everybody will have even more abilities to spam, and 2 shot mobs left and right, because monsters are already a joke, now i am not asking for regular quest mobs to be buffed to XI levels, but atleast the dungeons ones should be different, and they are not, even as a PUG, i can tank a mob in a dungeon, kill it and laugh all the way to the bank, on the same level, if i where in wow, and i got aggro from a mob, i would be dead, or forced to use vanish or evade until the tank got the aggro, in ARR... the tank has little to no worries, if an add gets past him, even the healer can tank it long enough for one of the dps to wake up or the tank to actually do his job.
Oh and another gripe is auto attack, they are way to slow, to even consider counting them as the main source of DPS, i can use 3 abilities for one auto attack i get off... That is broken.