I am not usually one to complain about balancing, but i genuinely wonder what exactly was the person who decided to nerf trenchant recovery thinking??? war hammer heavy attacks are rarely used in pvp, so having a sustain option for solo pve was nice, hell! it was actually fun, kinda compensated for the absolute horror warhammer basic attacks are.
Now its simply not working, when you have to 1v1 something the sustain is absolute d** s***! you have to deal with slow animations, poorly designed basic attack interactions were most of the time you have to evade backwards only so you can actually hit your target, mediocre damage in comparison with other weapons, 10% less damage to monster types in comparison to ranged classes, no grit on basic attacks and now not even sustain??? i dont think you can come up with any valid reason for this change to be honest.
whats funny is that now you give the possibility to generate aggro to some ranged light armor classes with the recent changes you made, but the ones typically in the frontline taking the punches get a nerf?? honestly you killed half of the fun i was having with this game, way to go!
They have the bad habit of going all in with the nerfs.
The GS tracking should have been nerfed, the attack speed in Onslaught stance, maybe. Crit nerf, sure. Due to these changes, TR was already less effective. But they decided to nerf it further for some reason.
The same happened with the hatchet and GA. Defy death had to be nerfed, the damage, maybe, but nerfing berserk and reap was a bit overkill
only had to be nerfed because of ranged builds using it. If they made it not work for those builds, it would have been fine. it was a valuable tool to the melee class.
If the developers are not taking away the joy from the game or builds that players like, they are taking away the effort that people have invested in the game. Both situations are bad. These recent changes were not necessary as the game wasn’t being abused or overpowered. It was a harsh decision that shows the developers are out of touch with the player base. These changes have negatively affected the game in other ways and there were other ways to go about it. They should have been reverted yesterday.
This is not the way to keep players or pull people back to the game. The recent changes even helped offset core mechanic issues the game has, which was a positive thing. It’s just a bad call, period. If developers make such drastic changes, they should reimburse players for their efforts; otherwise, it feels like theft and unfairness.
Personally, I don’t mind the changes, but I don’t like how it affects my gameplay or forces me to play things I don’t enjoy. However, I know that it matters to some people.
I’d like to add when I say reimburse I do not know the better choice in that, but I’m saying if you make something not worth even taking, it seems you are the one from a structure sense making the mistakes… and should fix “X” in some way for the player.
Agreed, for a game that is casual PVE majority, they made it so you have to group for stuff that was previously trivial, all to make PVP work “better” which it did not… Why can they not separate PVE and PVP… baffling.
I agree. My friend was wanting to craft some gear for me. I have 300k i’m just sitting on. I told him I wasn’t going to spend any money out of fear of future meta changes. Its messed up to think if I spend money today what I bought could be worthless tomorrow. Theres zero point spending the time and effort when in a single patch everything you worked for was thrown into the garbage.
Some MMO’s. Destiny 2 used to “sunset” gear and weapons, but they realized it was having a negative impact on players enjoyability and decided to stop sunsetting gear and weapons.