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Surge Nerf Bat in effect.


Deathnasty's Avatar


Deathnasty
02.14.2012 , 08:17 AM | #81
Quote: Originally Posted by snwmnx View Post
This is an outright lie. With 886 rating I can achieve 79.87% Critical Multiplier.

Base surge rating: 411
Surge Adrenal: 475 (Yes, tooltip says 565, but that was nerfed - they just didn't change the tooltip)

Critical Multiplier without adrenal: 77.62%
Critical Multiplier with adrenal: 79.87%

I would assume that, not only did they "retune" the DR on Surge, but that they backed the (mathematical) limit down from 100% to 80%. That is an assumption...I suppose the DR curve could just rise like a rocket near ~75% or so.

None of this would upset me if my enhancements didn't pigeonhole me into stacking the ever-loving hell out of Surge. Give me crit / power enhancements, and I'll carry those instead.

No, I won't (as a DPS class) take accuracy / alacrity. No, it won't help me what-so-ever.

It would also affect me less if my class weren't crit dependent for their sustained DPS output.

So ya, this is a heavy handed nerf to DPS - across the board - affecting some more than others. It becomes more noticeable on longer fights (duh) and I'll be "interested" in finding out just how it affects our Operations groups tonight.


Edit


That is a ludicrous statement prefaced by supposition and followed by a baseless rant.
apart from the fact its true, go go tele sage 100% crit chance

Dizzident's Avatar


Dizzident
02.14.2012 , 08:17 AM | #82
Quote: Originally Posted by Kungrah View Post
Haha, all the casual babies in this thread complaining that min/maxing is wrong.

Even though it is the easiest pve content in all of sports entertainment history, you guys should get better.
Well it's not that....but it's more like the amount of inexperience tons of you minmaxers display with your crying.

If you have any experience playing MMORPGs you pretty much know a good minmaxer setup will get nerfed at some point in time. So...maybe you should just get better.

Powerhowse's Avatar


Powerhowse
02.14.2012 , 08:19 AM | #83
If there was no DR for surge it would get really ridiculous later in the games life. People would have had 150% crit multiplier or more. As far as benefit per point surge was better than everything in the game, probably still is. Classes that didn't really benefit from crits were stacking it along with surge just because it was the best option. People will still probably stack it.

Zathena's Avatar


Zathena
02.14.2012 , 08:20 AM | #84
Quote: Originally Posted by Deathnasty View Post
apart from the fact its true, go go tele sage 100% crit chance
Well that statement definitely isn't true because it's only a 30ish percent crit chance but if they did get to 100pct surge rating then if they did 600dmg per tick it would go to 1200 on crits. For instance pre nerf I was doing 1025 a crit on regular stuff.....Now i'm at like 898....big diff.

luciomarx's Avatar


luciomarx
02.14.2012 , 08:21 AM | #85
imho - this was not the time to nerf anything. There are a lot of most important issues that affect game play to be solved. The servers are getting emptier by the day because of another reasons and they come and start to nerf things, one reason that can make some more people give up on the game. Sometimes I really can't understand some companies decisions.
There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no chaos, there is harmony. There is no death, there is the Force.

Endimar's Avatar


Endimar
02.14.2012 , 08:21 AM | #86
Quote: Originally Posted by Skarion View Post
What's more worrying is they seem to be listening to the crying 5% and instantly nerfing based on that... that's extremly reactionary and not how a MMO should be run.

As people are saying this will affect PVE - thats what seems to be forgotten all the time you QQ's call for nerfs for PVP reasons only...not good at all.

A worrying sign for the future.

Once the nerf bat swings...it never stops - you ALL must know this by now.
Isn't this thread just a different crying 5%, so a fix shouldn't be implemented because there are people crying on the forums. It is not how an MMO should be run.

I agree Bioware needs to make more options available for mods in regards to secondary stats like crit/power. That is the only way to balance the game. Give players some freedom to explore different mods and find what fits their play style. Make it so enhancements are secondary stats only, Armoring carries primary stats only, everything else carries 1 primary and 1 secondary at about 40-50% of what the Armoring or Enhancement of equal level carries.

BlownSi's Avatar


BlownSi
02.14.2012 , 08:21 AM | #87
Quote: Originally Posted by fixit View Post
Went from 81.45 in my BM pvp gear to a lovely 72%.

I think it's high time you just remove Agent from the game and be done with it.

This nerf killed heal Ops out right; bam, one shot to the head.

R.I.P.
I feel you. Can't wait to see what I have on my BG Merc. Hopefully my heals won't lose to much potency.

The thing is though, realistically it should only be a 300-500 hp difference, which over the long term of healing a HM FP or Ops run, is really not that much. I think this affect the DPS guys much harder than the healers.

EDIT: Just checked mine, and I dropped from about 83% down to 73%. I testes my heals for about 5 minutes, and honestly, it was not as big of a difference as I thought it would be. I noticed an average (this is just based off of numbers i could right down over the 5 minutes) of maybe 300-400 hp less on my big crit heals. (This is just compared to numbers I had written down previously before the patch). Not as accurate of course as having a combat log, but close enough to make a rough comparison. Again, I think this will hurt DPS more than healers.
Harmeggido - J'anin - Zophie - Kaase
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pipda's Avatar


pipda
02.14.2012 , 08:24 AM | #88
The point is people are tired of nerfs when this game has so many broken abilities and talents.

You can't keep taking away from your player base and expect them to stick around. Is the surge nerf huge? Nope, but when you add it to Alacrity being near useless and Accuracy being a joke it is pretty big. Further more when you are dealing with bugged bosses, loot and quests you just start to lose faith in the game.

What BW and a lot of people in this thread need to learn is that you got to keep your customers happy. It makes people unhappy when you weaken their characters they spend so much time making stronger. It REALLY upsets them when you weaken them and still haven't fixed bugs in their talent trees or abilities. Unhappy players unsub and won't come back. There is a difference between players that got bored and players that got pissed at TOR.

So if surge needed a nerf BW should have put that in their back pocket and fixed a number of other things. How many people do you think will log in, see their Surge % down, get exploited in a Warzone, log off, cancel sub and never look back?

People keep saying TOR could be great given enough time to fix all the broken and missing features. Maybe true, but so far I don't think it will matter, no one is going to be around that cares.

Sprigum's Avatar


Sprigum
02.14.2012 , 08:25 AM | #89
Quote: Originally Posted by BlownSi View Post
I feel you. Can't wait to see what I have on my BG Merc. Hopefully my heals won't lose to much potency.

The thing is though, realistically it should only be a 300-500 hp difference, which over the long term of healing a HM FP or Ops run, is really not that much. I think this affect the DPS guys much harder than the healers.
When you half half the tools of other healers and you're only claim to fame is 40% crit and 90% surge rating, and then they nerf that.

You're up a creek, sir.

MortenBork's Avatar


MortenBork
02.14.2012 , 08:27 AM | #90
Okay. To explain why this nerf is not sucha big deal.

Crit and surge scale with each other in a way that alacrity, power and other abilities do not.

Say you have an "ideal test ability" 10 second cast time. Damage output 100.

setup A, over 100 seconds. (10 casts)
unaffected: crit 0% - surge N/A equals 1000 dmg.

Now because there is a base insrease in surge at 50%, crit chance will scale damage from surge disproportionally.

scenario A:
20% crit chance - at surge 60% 1120 dmg
20% crit chance - at surge 80% 1160 dmg
20% crit chance - at surge 100% 1200 dmg.
Result dmg increase from surge is 80 dmg over 100 seconds.

scenario B:
40% crit chance - at surge 60% 1240 dmg
40% crit chance - at surge 80% 1320 dmg
40% crit chance - at surge 100% 1400 dmg.
Result dmg increase from surge is 160 dmg over 100 seconds

Scenario C:
60% crit chance - at surge 60% 1360 dmg
60% crit chance - at surge 80% 1480 dmg
60% crit chance - at surge 100% 1600 dmg.

Result dmg increase from surge is 240 dmg over 100 seconds.

So this nerf, everyone is whining so much about is not a serious threat to your dmg output.
Had they limited crit-chance, then your outrage would be justified.

Compare this bonus to alacrity - alone. As single a single stat.

Scenario A:
5% alacrity: 9,5 seconds
that means 5 seconds off total time:
1000 dmg in 95 seconds - (1050 dmg over 100 seconds)

Scenario B:
10% alacrity: 9 seconds
1000 dmg in 90 seconds -
1100 dmg over 100 seconds.

Scenario C:
15% alacrity: 8,5 seconds
1000 dmg in 85 seconds.
Result 1200 dmg over 95 seconds. (1250 dmg over 100 seconds)

So you can see alacrity as a sort of "base multiplier" Where surge is a sort of "crit-chance scaling".

The nerf wont really matter unless your crit rating is high - and even then, a 10-15% decrease still only is applied to the damage output of your crits -
so the actualy nerf in total damage output is likely close to 5%, 7.5%. Now scaling more correctly with other stats for a character.

Meaning now you have to look at what mods best support your abilities - instead of just saying "Crit/surge" to anyone that asks. This should improve the varierity of play you see in the game.

I simply cannot fathom why you would hate this change - Unless you want simplified gameplay?

Oh and btw - should anyone from BW read this: Having a global cooldown(GCD) of 1.5 seconds is completely retarded - when you have abilities that will pushed below the speed of the GCD. Currently my original fast heal cast on my SI healer had a cast time of 1.5. Any increase in alacrity is just wasted on that ability, since cooldown prevents a recast every 1.5 seconds.

Making any ability that goes below 1.5 seconds in cast time should make it instant cast instead.