View Full Version : To all those rambling on about the problems w/ PTS
ramik81
11-13-2008, 07:59 PM
have you guys been leaving behind feedback to Mythic over what you like and don't like, right now I'm not exactly for the changes so I have been commenting on the balancing and bug issues I've noticed.
To any of you that left behind nothing and just decided to jump and complain on these forums, you guys need to stop acting up and try and do something about it.
Don't just presume that their is nothing that can be done, I don't think Mythic would want to disappoint players now that wotlk is out, and I'm pretty sure they'll be paying extra attention to what everyone has to say.
But as feedback on the PTS, on the PTS at least Mythic will acknowledge that you have been testing the changes and you're not just complaining for the sake of complaining.:rolleyes:
Stormblazer
11-13-2008, 09:35 PM
Yep, I have for the two careers I have on there.
Honestly... the patch needs to be scrapped and redone for most of the changes.
The healer changes are just bad, period. You cannot increase damage while decreasing healing when healing's role was already quite tenuous in T4, no matter how you look at it. No amount of tweaking will change this, the nerfs quite simply must be undone.
The Ironbreaker change to grudge decay is similarly a poor decision. Grudge decay honestly shouldn't be based on when generation is stopped at all, because otherwise tactics like Rising Anger will still be "required" for the class to function properly (alt. I suppose you could make rising anger a core mechanic, but I think that's the wrong approach).
But even the "positive" changes are problematic. The changes to Witch Hunters for example make abso-spam even more dominant over other playstyles than before (instead of diversifying playstyle). The changes to Squig Herders (based on their reports, I don't have an SH to test with) are similar, they make what was already the only viable playstyle and making it more viable, leaving other things behind in the dust rather than diversifying playstyles.
Really, the "pideonholing" effect describes this whole patch. It reduces the diversity of combat across all careers, including buffs and nerfs.
ramik81
11-13-2008, 11:46 PM
Good to hear, the way I see it as long as we do our jobs and leave behind feedback. It's all up to Mythic from there on to decide what to do with 1.0.5. Honestly I think they will take our words into consideration since we're all pretty much unanimously agreeing that the changes are not good. And they'll continuing to try other adjustments until they're able to find the best solution.
Honestly, I'm all for that, as long as they take our input into consideration.
As long as we do our jobs of course, Mythic is then responsible to do their jobs (and if they still manage to mess it all up, well then....lol, got nothing to say then).
The reason I made this thread is because I feel like many of us aren't doing our job, considering how empty the PTS have been since it was release. And we're spending too much time b.sing on these forums.
Honestly, how many of you here have actually been on the PTS and have done a pretty thorough test of the new changes? If you havn't and you're just going by other ppls word and creating a lot of negative comments for only players to see. You guys suck...:rolleyes:
Najarati
11-14-2008, 12:56 AM
The reports about melee getting demolished in seconds on the test server, as least as far as T4 is concerned, isn't much of an exaggeration, sadly. At least, that was my experience in the three or four Serpent's Passage scenarios I did.
Front line, mid line, it didn't really matter as the ranged damage just tore me apart before I could really get close enough to take advantage of my improved melee heals. My castable heals are nowhere near enough to keep me standing through more than a few DOTs; keeping squishy targets standing is an even worse affair. To be fair, as a Grace/Salvation WP with far more strength than willpower, I wouldn't expect my HOTs to be fantastic, but on live they do the trick in warding off some damage.
That said, I was with PUGs on test, but I was more than likely against PUGs as well. I should also note that the lag was so bad that it was really difficult to get a whole lot of meaningful testing done. I haven't been in a scenario on the test server since the first two days of it being in service.
From what I can see, healers are in for a rough time if this patch goes through as is and melee DPS doesn't have it much better. As an aside, why don't we have an ability like Nearsight in the game? For those who didn't play DAOC, Nearsight was a debuff that reduced the range of those it was used upon; consequently, the ability itself could be used at *considerable* range. Maybe something like this would help.
Smoke and Powder-WHA
11-14-2008, 11:07 AM
The reports about melee getting demolished in seconds on the test server, as least as far as T4 is concerned, isn't much of an exaggeration, sadly. At least, that was my experience in the three or four Serpent's Passage scenarios I did.
Front line, mid line, it didn't really matter as the ranged damage just tore me apart before I could really get close enough to take advantage of my improved melee heals. My castable heals are nowhere near enough to keep me standing through more than a few DOTs; keeping squishy targets standing is an even worse affair. To be fair, as a Grace/Salvation WP with far more strength than willpower, I wouldn't expect my HOTs to be fantastic, but on live they do the trick in warding off some damage.
That said, I was with PUGs on test, but I was more than likely against PUGs as well. I should also note that the lag was so bad that it was really difficult to get a whole lot of meaningful testing done. I haven't been in a scenario on the test server since the first two days of it being in service.
From what I can see, healers are in for a rough time if this patch goes through as is and melee DPS doesn't have it much better. As an aside, why don't we have an ability like Nearsight in the game? For those who didn't play DAOC, Nearsight was a debuff that reduced the range of those it was used upon; consequently, the ability itself could be used at *considerable* range. Maybe something like this would help.
Not saying it is, but I would want to make sure that the effect you witnessed are the result of the changes and working tactics, and not just the result of bad tactics.
Basically, a PuG failing is not the same as a coordinated and organized group failing. I am not trying to insult players skill, but rather try to point out the important difference between doing something incorrectly vs. correctly -- and the repercussions. We have all seen people quickly declare something is 'broken', simply because they are doing it wrong.
For example, is melee running ahead of everyone else, flaring themselves as a target of Ranged Focus Fire, or is the group moving as a cohesive unit but just getting over DPS'd?
vBulletin® v3.8.1, Copyright ©2000-2010, Jelsoft Enterprises Ltd.