Just like CW/RD, it is NOT mandatory for groups, people who don't know how to position themselves will obviously pick those skills on detrimental of their damage or healing, so that is fine - that is speaking about group play. Casual/solo players is something else and those skills will obviously bring you the advantage in some situations - but the game should be balanced for group play correct? Even on live with my rr100 WH I only used RD1 and used very rarely, usually just to get some kills in very-tough-to-kill-players surrounded by healers and tanks, everything else was losing burst damage.Penril wrote:It's too strong and would end up being mandatory, just like CW/RD currently are for many classes (expect those addressed soon too). In fact, I would expect a complete rework to the whole Renown abilities system.dur3al wrote:
+ QE!! I still haven't seen one post to debunk me and the reasons why I explained to bring it back.
If everyone decides to use QE that is fine too, you'll be reducing TTK since they'll not be without cost, they would reduce damage overall from renown points. But more importantly: mostly players who fight outnumbered and in a ST coordinated group will be reaping the full benefits of QE.. Because of "on-being-hit" factor, read my previous posts to understand if its still not clear. Isn't this what Aza is trying to achieve? To push people to play more in coordinated groups?
Consider some scenarios when everyone specs for QE:
a) Equal fight with both groups in a ST coordinated group fighting: QE doesn't really benefit anyone apart from giving melee a small edge. Isn't this intended?
b) Equal fight with one AoE coordinated group versus a ST coordinated group: QE will proc slightly more to the ST group giving them an edge. Isn't this intended?
c) Unequal fight with "blob" vs ST coordinated group: ST group will have QE on their side making it possible for them to kite/disengage and survive - read my previous posts where I explained this is how you fight blobs. Hit-and-run etc. Isn't this intended?
d) Unequal fight with "blob" vs "blob": Not really any advantage to anyone since procs will happen equally for both sides - reduces TTK.
e) Unequal fight with "blob" vs AoE coordinated group (or guild warbands): AoE coordinated group will have QE on their side since they'll all be receiving much more hits from different sources, it enables them to have a small edge to push the blob away. It will actually be beneficial for every group (even guild warbands) when facing higher odds. Isn't this also intended?
How is this not common sense? How can you guys tell me "its to stronk skill" as an argument, without properly explaining WHY?
How is this types of answers any different from the very same players you guys criticize, who come to forums and QQ every single change done without properly explaining why?