It seems to me like IMC is finally owing up to their words. In an old dev blog they said they would balance skills based on hit count, aoe, buff/debuff effect, and function (CC or not). It seems like that has come true. Yes, some skills are still sub-par in terms of balance, but a majority of the skills seem rather balanced, not counting a few exceptions (I’m looking at you Owl Statues ).
I think the reason why some people are disappointed with these changes is because our power is FAR “weaker” compared to what we are currently use to. For instance, using a trans 10 +11 weapon would be all you would need in the 330 dungeon. You would smash through that dungeon in less than 2-5 minutes depending on your build. Now with these changes that 2-5 minute run would now change to 15-20 minutes. Not to mention the fact that you would take far more damage compared to the current iteration and likely end up dying during those runs.
Now these changes by far don’t mean that the game is going to be worse. In actuality this allows for various other classes/builds besides “DPS’ers” to function in this game. Tanks, Healers, and supports will now be more prevalent throughout most forms of content, rather than just in Raids and high level CM’s.
The only sad part that I see right now is that most videos only show builds facing enemies that are way below their level. More videos of 390’s fighting 380+ enemies needs to be shown.
There is also a huge problem with Ktest. What we see in terms of damage input/output from these videos is what is unlikely to be the norm for an average player in ITOS. The Ktest players are using raid equipment with special effects, trans 10 +11 weapons and armor, and attributes that are level 70+. We all know that this isn’t the norm/average with players in our servers. So what we are seeing now is technically a skewed representation of how some of our builds will in actuality, perform.
The point of all this rambling… I don’t know. I just felt like saying it.
Now, back to my lurking.