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Originally posted by Jaguarjp;91750
I was happy that they weakened our unarmed crit rate, it was crazy. However, the patch message alluded to a "slight" weakening, and my perception of it is that it is a lot more than slight. To put it into perspective, I was critting on 1 out of every 2 or 3 combat abilities before. After the patch on 2/7, I was expecting my unarmed crit rate to be MUCH lower than that, yet still high enough that, in the course of several fights, I would still be able to notice a difference between how often I critted unarmed vs. how often I critted with my martial sword. I'm not so sure I can. I realize that without parsing and hard numbers, it comes off as subjective, but my gut feeling is that I am critting a little less often, unarmed, than I should be.
The reason why you feel your crit rate is a lot less is because it is, previously you, as a disciple, could crit for 60% or more! That is obviously a bug and not intended. So yes, the change is extremely noticeable, however, it is now appropriate based on your stats, skills and items.
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I was happy when they weakened the heals per tick of Blessed Wind. It was wrong to be able to solo 3-dots near my level, mostly by spamming this ability each time it was about to wear off. Here is what angered me: The cost of it was increased, and they didn't mention that in the patch notes. I noticed right away the first time I cast it, post-patch, when my Endurance bar took such a huge hit. In my opinion, this two-faceted weakening ends up overly gimping this ability. On a side note, weakening Blessed Wind without first squashing the bug of it often not healing defensive targets other than ourselves was not appreciated, either.
Blessed wind now does heal your defensive healer, however, the cost it has been changed to is an error, I believe it is approx 57 endurance when in actuality it should be closer to 30. Significant but definitely not as draw dropping as it is currently, expect this fix to go live next patch.
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I was happy that they weakened the amount of healing on Endowment of Life. It was a pretty huge chunk of health that Disciples were healing, without using a drop of Energy. But in my opinion, especially combined with the severe weakening of Blessed Wind (which happens to be a component of this endowment), they have weakened it too much. For me, it dropped from around 492 to 289.
While this is understandable, and coupled with the issue surrounding blessed winds cost (which obviously makes the chain more difficult) it can be seen as a real issue, however, keep in mind that this heal is technically free (due to endurance regen rates)
Because of the way these changes impact the Endurance-based healing of the Disciple (which, arguably, *is* one of the Disciple's defining elements), we now really need to throw around the Energy heals. And while that seems to be reasonable, an unfortunate by-product of that is a reduction to our DPS.
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At this time, I'm also curious to see where Disiples stand in relation to the rest of the Healers, and I'm also curious to hear what the long-term plans are for those other healers.
All healers share the same primary energy heals, all of these heals are the same base amount. So where do disciples stand now? About where they should be, will some of the other healers experience changes? You can pretty much guarantee it, and disciples will again as well - as is the nature of MMO's
Disciples were grossly overpowered, and while this change seems sudden, anyone who has played a disciple must realize that these changes were necessary for the challenge and experience of the game.
Soloing yellow 3 dot mobs is not intended, nor is tanking 4 dot mobs in a group, while playing god is fun, it takes a lot away from the gameplay experience.
Just know that we at Sigil never make changes that are not in the best interest of Vanguard and its players, even if the players don't always agree with us.
Thanks all
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