Initially, yes (probably when they actually coded these changes). But we have not had mages for like 3 weeks as hammer/GA CC and mdps balls is what wins. [Edit: I would agree with you that the bugs also had a large part in this, but how do you make balance changes without first fixing the bugs and seeing how that plays out?]
What is the counter to this? Your own cc and mdps balls. Anyone playing range dps (especially bow/musket) is just griefing their team unless they are playing OPR.
Thatâs just the result of the objective and how it works. You need to have at minimum 30 bodies (iâd say 35-40 is probably optimal) on the point to contest it. And melees with cc and heavy armor tend to do that work the best.
If you canât have enough bodies on the point - you canât win. That has nothing to do with weapon balance being off. If you have any ranged, mages or healers in those last 10-20 slots that canât realistically stand on the point - that means theyâre VERY powerful and necessary.
I really would like to see some changes to the objective. Maybe split it somehow, maybe make it so that number of bodies on the point have no/little effect. Anything that would open up a less melee-centric meta would be nice.
Nerfing melee weapons to the ground is not the answer to this problem. If we keep the main mode of the game in a way where stacking 30 bodies in a 5 meter radius is the only good play, we will end up with any aoe nerfed to the ground (and useless in any other situation) eventuallyâŚ
But this is the end game! If you want people to play all your classes and be balanced in wars, they have to have a purpose in your actual game.
If range dps is pointless in taking objectives as melee is suited for that, range needs to be powerful enough to offer a reasonable counter (but not so powerful it just melts the blobs).
Normally, if you got smashed by aoe cc spam, you would say âdonât stackâ and the problem would be solved, but in this case that is literally not an option.
I guess a quick and dirty solution could be to just make the capture circle much bigger. In that way the objective would still work the same way, but not stacking would indeed be an option. Also, then the aoe healing would have less drastic effect too - you rely on stacking for healing, you get smashed by whatever is going on now - so I would guess the meta would eventually shift away from that.
P.S. Not too big though, or the meta would just shift to everyone running light armor and rolling around the edges of the point like madmen, not even trying to fight.
The solution is to mdps ball into them, kill them as they have zero ability to survive, then move back to the point.
But yes, wars in general need some major rework as the capture point structure they implemented leaves very little in the way of viable strategies. There is no room for innovation and this patch doesnât help with that imo. Maybe they are balancing for future pvp they are working on - hell, they may have been testing on a build that has this implemented.
I sadly suspect they havenât really thought much about this yet. I havenât really seen any talks about it anyway (neither players, nor devs). At most some1 would say wars feel shallow and simplistic, but not point at the root cause of it.
On the other hand, they are actively working to âsplit the zergsâ in open world pvp. So maybe they did already think about wars too, as itâs basically the same problem. Weâll see in the future. Fixing bugs and making everything actually work first are definitely bigger priorities than doing sweeping changes on how things work.
Overnerf results in lots of tweaking and small patches and time, to make that weapon viable again. Ruining the game experience for a lot of players enjoying that weapon/playstyle.
I would agree with the overbuff, but I dont think either option is a good way to balance a game.
As soon as I saw PTR and the nerfs ( and the massive buffs) i guessed that feedback would be ignored and it would be implemented so it was a decision between dying in pve and getting light armour or doing great axe - so i ditched life staff etc and went great axe in preparation for the inevitable
I still hope that this gets reversed before they kill off pve people totally and weapon choice but we will see
ASG flag firmyl in the ground - pander to pvp and ignore pve - pity really its a great game
Itâs the same as quite a few people on these forums assumed that PTS was opened to players so that we could give them feedback. One of their blog posts though clearly said that they use PTS only to test what theyâve already implemented to make sure their changes work and there are no bugs. Turned out that was actually true
In their PTR announcement they said they were mainly looking for bug fixes since the code was effectively final. They mentioned that theyâd take feedback, but it seemed clear that any feedback collected wouldnât be acted on before the changes on the PTR made it to the live servers. It was already âfinalâ and they were just letting users volunteer to find any major bugs⌠There was never an intent to implement design changes based on PTR feedback into the same patch that was going through final verification on the PTR.
Then, in their post today announcing that the PTR was shutting down, they confirmed that feedback was being maintained for investigation and consideration by the dev team ([PTR] Closing Time).
This played out exactly as they communicated. Any disappointment is because people set false expectations that contradicted what AGS was communicating.
CAN I PROVIDE DESIGN FEEDBACK REGARDING WHATâS INCLUDED ON THE PTR?
Preview game builds on the PTR are finished with their core development and are in their final phase of testing and bug fixing. Our main focus at this phase is improving quality, although we will appreciate any feedback you have to share.
I feel like the PTR was a major Gaslight. They (AGS) obviously chose to ignore feedback and rammed their intended patch through basically as it was. We all saw how that turned out.
So if youâre a Dev or Forum Moderator and youâre reading this (which Iâm sure at least one of you are). Hereâs some serious advice âIFâ you ever decide to run a comprehensive PTR again. GET INVOLVED! Select some Devâs to actively join the PTR. Offer some incentives to seriously test issues like the alleged massive lag from Void Gauntlets en mass, in wars. Have each Dev run a team in a war and see for yourselves whatâs going on. Not only will you find more issues you will also improve relations with your community. Now if you actually got this far⌠take it the extra mile and utilize the information gained and DONâT ram through any major patches without actually changing / fixing the problems you find.
The best games are worth waiting for. 'nuf said I wish you luck. Hope Iâm still here when you do.
Itâs my honest opinion that whoever in AGS that does the balancing for weapons must also actively play the game and is most definitely a great axe player.
The weapon has an instrinsic unstunnable on heavy auto attacks in a game where every single mob has the ability to stun you.
The weapon has the ability to auto track onto enemies and then pull them towards you.
The weapon has a mobility skill with zero activation time - while firestaffâs similar mobility skill activation time is like a second long.
The weapon has a lockdown spell which deals damage, locks multiple enemies down at once. Ice gauntlet used to have a lockdown spell - so the developer nerfed it to the point that it has an 5 second cooldown required for something which has only a 7 second uptime.
Then there is the simple raw stats - with 200 strength you hit for more on your auto attacks than what fire staff or ice gauntlet hit with 300 int. Actually it goes further - with heavy armour (!) you hit for more than what a mage wearing light armour hits for.
So you also get to run a hundred extra points into constitution instead of your damage stat and since you are wearing heavy rather than light you get anywhere up to 50%+ damage reduction.
The level of unbalance between great axe and fire/ice is mind boggling. It can only be explained that there person responsible for weapon balancing plays the game, uses great axe, and is deliberately setting weapon balance in a way to benefit themselves and their own play style.