So 1.3 is incoming for the middle to the end of June and with it comes changes.. Oh yes, more changes to our little game. So, let's take an Orcy look at all these wordy notes.
Land of the Dead
Can't wait, though I only have reservations regarding the 30 minute timer, it doesn't leave a lot of time to get into the dungeon before the inevitable zerg hits and rolls through the place, and by that time, the other zerg will have formed and be ready to hit back. Repeat the cycle and I wonder how many will actually get far to start with. No big deal though, I'm sure it wont be a death every 30 minutes as it will take time and the content should last us. So far, it's looking good.
Sigils replacing wards
Oh thank Gork... The ward system was silly broken forcing you to use certain gear, at least now we have a choice and can work around our set bonuses rather than being pigeonholed. I'm not sure how this will work with getting new wards though I've never had too much of an issue in having to run an instance to basically attune yourself for it. I wonder what sort of wards.. err Sigils we'll be needing in LoD and where they'll start to cross over from tiers... Again, this is a good change though.
PQ Opt outs
Pretty decent again though I'm not sure if I will be passing to be perfectly honest. If we take a keep and I would have won a bag but elect to opt out the roll, do I still get my token since I would have received it in the bag? With the new LoD PQ's though, there will be more getting done. I do love the Bastion Stair system of two or three PQ's to complete before the boss and would have loved to have seen this extended into Lost Vale (to the extent of changing some of the minor bosses to PQ bosses instead). I cant see anyway to cheat the system nor anyway this is bad, so here's hoping it doesn't cause problems for invader PQ's or fort captures...
Enhanced Siege Weapons and 'deadbolts'
Making sieges more like a.. well.. siege rather than a zerg on a door is a good step up from what we currently have. I'm always in favour of making WAR more about battles on keeps and forts than mindless. Though I have to admit, I'd rather have seen deadbolts be a tank RvR ability to replace the now worthless Bulwark, make posterns immune to being bypassed for 15 minutes or some such and simply remove the ability to bypass the posterns on the inner doors.
Instance Lockout changes.
Yes. Yes. Yes. About time they changed it to make it more like other games. This will allow so much more flexibility with guilds who may have members that are a bit more casual or have people who need something from one boss. Glad they finally implemented this to work as other games do.
Action Bar changes
Well I have an addon that does this, so I guess it's one less thing to worry about if it will come as standard.
Inventory slots for crafting
Good yeah I like it... Shame they didn't use the chance to dump a gold sink into the game with it though.
Combat & Careers
Ok, the AoE changes (damage drop and size reduction is good) but why on earth then buff the single target dps up? We're more than capable of taking targets down with the existing STDPS that we have. This starts to come back to the arms race I'm worried about from a previous article. Is it a case that Mythic doesn't want to see cries of NERF so they have to add in a boost? It's all fine and well adding in more damage but when will tanks see the reactive update? By this I mean if we see more and more updates buffing damage output then where is our ability to soak up the damage, not only for ourselves but for our groups?
It's fine saying
"Moving forward, offensive stats will increase all damage by a flat percentage. This will result in high base value damage abilities gaining more benefit from offensive stats. Players should expect to see the damage on single target and positional abilities increase, while multi-target abilities will be reduced in effectiveness."
But what about our shitty little 450 damage absorb shields we have? Do we get a reactive buff to make sure the absorb and mitigation affects are not subsequently weakened? Do we hell.
This in fact turns into a global nerf for tanks, no matter what one you are. Sure you can do a bit more damage now but I don't exactly think too many folks rolled tank careers to do DPS.. But to protect and guard our fellows, to control the flow of battle and to be able to take a beating in order to distract our enemy. Simply by buffing single target DPS now, we lose more of our mitigation and absorb abilities. Our guards will cause us to take more damage and thus be harder to maintain as we'll require more healing. We still (and rightly so) lack the burst and damage output of any DPS classes, but since our survivability has not been increased to match increase in damage our role on the field of battle diminishes a bit more.
We're basically, just weak melee DPS right now. I could rant a lot about tanks and the role in WAR but it's for another day.
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So that's a basic run down, despite my hesitation towards the combat changes and the subsequent affect it will have on Tanks, it needs to be done, well at least the AoE part of it does. Overall this is a very promising patch, the combat changes will need to be tested a lot though and I hope they are open to pushing back the patch if it looks like there's an imbalance. Somehow though, with the fact they've said that LoD is out in June means that regardless of what feedback we give on the PTS, very little will be done, most of it will already have been done by the core testers (and we know how 1.2 turned out...). So lets hope they will listen to feedback on the open PTS more.
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