by Bonzz » Fri Feb 06, 2009 10:40 pm
First, let me say that I am grateful that a Dev actually posted and asked, rather than just nerf it.... as has been the habit of the past.
/applaud
This thread is/was to discuss the Dev's proposal, not bicker and go off base. I am sure the Dev is readign the posts and giving them due consideration. Hopefully the Dev will post soon with some feedback on the ideas we have expressed based on our experience.
And just to be clear -- with the restricted choices provided, I have to go with A -- leave it alone.
However, as noted in several posts, Sony doesn't have the best record in "fixing" things without also nerfing things.
I can go into a pages-long laundry list of examples. Becasue of this, yes, we are paranoid that when a Dev openly says they want to "up" live DPS at the cost of nerfing Slay DPS, we fear that nerfing means making it negligible to the point of undesireable and/or no longer "cool" (which is what hulkling has pretty much verified).
DPS is DPS, all abilities, etc. included. A Paladin doesn't have to target themselves to heal if they use the right spells (albiet more mana costs), but the fact is casting does take away from DPS (you don't attack while casting).
I felt the Dev was failing to consider a few things like Slay being a random proc (you can't count on it), MOB mitigation plays a role (it reduces damage), base damage plays a role (it's a multiplier), undead targets are limited these days and so on.
So, I figured the Dev's had intentions of making changes... or else we would have to continue to live with the low DPS on non-undead... our choice, even if not much of one.
I feel that even if the increase in live DPS also increases the damage done by Slay, that MOB mitigation, etc. would balance that out (face it, the percentage of MOB's total HP that Slay does on Hi-End MOB's these days, is not near what it used to be in days gone by).
Thus, I feel increasing the live DPS should not even be given a second thought as to how it affects Slay.
Further, other melee types do significant damage and casters do ungodly damage. The "balance" here (I suspect) is intended for group roles, where you got your meat shield, your healers, your utility players and yes, your nukers.
In the solo setting (which more and more the way the game is going with less server populations and game changes catering to non-raiding/soloing with mercs....), the balance is extremely unfair. Many other classes can go out and solo Yellow and even red cons... and in kill them relatively fast (and even more than one at a time). Try that as a Paldin and you are suicidal... and even if you did mange to kill one, it takes forever.
Still, it seems Sony Polcy that to fix something means to nerf something else.
My idea was to put forth a compromise that allows their "nerf' plus the increased DPS we would all like.
My suggestion was to turn Slay into a Hot Key (say, like Withstand) with a restricted reuse timer, thus cutting down on Slay DPS while leaving the Slay mathematics alone. This might save the devs some work in re-formulating both Slay and Live DPS.
I fail to see the chore in clicking a button, since the game is played in such fashion. Set up your Hot Keys and/or key board and this is really not that encumbering.
However, in reading about SK vs. PAL and the suggestion that thier better damage lies in their abilities (DD's, etc.).... I came up with another option.
Why not simply Increase our proc rates for our self-buff (live) proc?
And/or Increase the damage on our proc?
Procs don't play into Slay. Procs don't require an increase in base damage.
This way, base DPS is not finagled with and Slay is not nerfed at all.
Our DPS is increased by our increased proc rate/damage to live MOB's.