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Crystal_Mind

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Crystal_Mind last won the day on February 20 2023

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  1. Then I'm done here. If you don't think the experience feels unbalanced, and you have no complaints about the mechanics, and there's not a single specific thing you can point to that needs adjusted, then your position is incomprehensible to me.
  2. Since I see them typing I will actually make a double-post instead of editing. Serious question for @DaddyAlduin -- let's say the Championship launched a couple weeks ago as Level 80 content. It's advertised as a progressive challenge for solo players with a co-op option for those who are struggling (or who just don't care). Would you still feel that the balance is broken? Forget about the old numbers. Forget about the current scaled numbers. Just think about your personal experience learning to fight through this the first time, and how it felt. How hard the bosses were hitting, the mechanics you had to do, etc. If all that was happening at Level 80, what specifically would you call out as unbalanced?
  3. Your stat post with % increase marked out tells me you don't really understand what I (and others who have mentioned it) was getting at with regard to player power and skills... Alduin, you started this thread by saying that the fights were too difficult and contained unintended oneshots, therefore the balance must be broken. Since then, you have cleared it, and it's been found that the oneshot you referenced was actually a misunderstood mechanic, but you persist in repeating "the fights were designed for a specific balance that is no longer applicable" like it's a self-supporting statement. Just because something has changed, does not mean it is broken, and the burden of proof is on you. (Moreover... this is BioSword we're talking about. Old content gets incidentally rebalanced at the start of an expansion, and then ignored for the next 4-5 years. And if it's something they really don't want to deal with, they just pretend it doesn't exist--see Colicoid War Games and Kuat Drive Yards--Expecting otherwise is setting yourself up for a world of bitterness). Stats are one part of the picture, but they're a very small part of it. The reference to 6.x scaling was part of a larger comment on the scaling of the championship over its history; since my intent did not come through, I'll restate. The bosses were scaled one way in 2016. They were then upscaled to 70 for 5.x. Then they were downscaled back to 65 in 6.x. They have the same scaling now as they did last expansion--a bit more than launch, less than when they were level 70--however, last expansion we were inflicted with the tragedy that was VE stacks. In full gear, I had 139k hp in the championship on deception last expansion (entirely because of VE stacks and a passive endurance buff). It was a cakewalk, and people complained even then that it was "too hard," as they have done since it was launched. I have been clear that I believe it may be slightly more difficult than at release. I have been equally clear that I don't believe the changes over the last eight years have resulted in broken balance. To that point, I agree with ZUHFB that there is nothing in the fights that is numerically unfair. The entire championship is mechanics. It is optional. There is a co-op version if you're struggling. Most people I know can complete the Championship solo with a little effort. Those who can't tend to be the same players who struggle in Story Mode ops, whether due to a lack of skill or due to physical limitations.
  4. Citation needed. I've already said my current scaled stats align with Shoony's, which have been posted a couple times now. BIS right now is 343, which provides 93-99k hp depending on spec. VegaMist is in 340 and sees just shy of 89k. And in March of 2022 when cap was still 330 I had 88k hp in the championship phase. 1. Please reread my post. My comparison was to 6.0 (with some reference to their time upscaled to 70 during 5.x), not release. I acknowledged an increase in health from 4.x, but I believe the increase in player power and toolkit cancels it out. (An argument you do not address). 2. This is speculation, not an argument. It's void unless you can provide evidence. Companions / GCDs and Cast Times / "Common Sense" Interpretations of Dev Intent Okay. You're repeating rhetoric instead of shoring up your argument, and in case of the first two, admitting you don't actually have the knowledge to support said arguments. Nothing new to respond to, so no point restating my own opinion.
  5. Wow, this thread is actually still going. Alright then. Let me see if I understand where we're at after 8 pages. OP Claim: The Eternal Championship is unbalanced/overtuned compared to original design Specific Argument #1: The level scaling is off Supporting Evidence #1: Comparative Player v. Boss stats from a thread posted in March of 2022 (patch 7.0) Counterargument: Shoony's listed stats (spoilered above) align with what I usually see, as well. Player health (even before 343 gear) is on-par with a well-geared player of the era. player damage--actual damage, including the power stat, not just the tooltip on your mainhand--is also higher. Now, I'll grant that players have less power than they did in 6.x because we're no longer subjected to the scale-breaking hilarity that was Veterans Edge stacks, but I don't count that as a loss. With regard to boss health scaling, I went back and checked. For the most part, bosses seem to have the same or slightly higher hp in 7.0 than they did in 6.0 (but not nearly as much as they had in their level 70 iterations in the latter half of the 5.x era). Set against the increase in player power, the marginal increase in boss health compared to 4.x is canceled out (even without VE). Specific Argument #2: Companions are weaker Supporting Evidence: Just anecdotes. Counter: Lots of folks say that their comps "feel" weaker, and there was a bug at 7.0 launch, but even when it was being reported most frequently I never encountered the frozen comp issue. Regardless, an issue with comps is not an issue with the championship itself. This argument can be discarded. Specific Argument #3: GCDs & Cast times are different Supporting Evidence: This is just given as its own statement. Response: I'm not sure which specific cast times OP is concerned about, nor can I say what standard alacrity gearing was in 4.0. A quick skim of ancient youtube looks like a lot of people were running 9-10%, but idk if that was a function of gearing or what. Without a more concrete argument of what specifically OP thinks has changed so drastically and how this change breaks balance, I can't address this further. Specific Argument #4: Pruning/Class Changes mean players are weaker and/or missing critical tools Supporting Evidence: Given as its own statement. Response: Classes have changed, yes. That's how MMOs work. But it's a tradeoff. We've lost some tools and gained others (60% AoE DR, anyone?). If specific examples had been given, I could address this better, but alas... Specific Argument #5: But it's not what the devs intended Supporting Evidence: Previous arguments Response: See previous. Without a direct line to the developers' brains, this argument doesn't stand on its own. I think that's everything.
  6. I'm afraid your specific comparisons to other games are meaningless to me, though I agree with the general point of content needing to be properly balanced. That said, the Eternal Championship post you reference is two years old, and the stats comparison has shifted a bit (ex. that post references 65-synced hp as being 70k, most players I see in the championship have 80-90k hp). Is it probably a bit harder than it was when first implemented? Maybe. But in my experience it's no harder in 7.4 than it was in 6.3. Moreover, not only is the championship clearable, but even Sprint Champion is perfectly achievable with practice. I watched a guildie solo this in 12:41 a few days ago on a gunslinger. With regard to 'git gud' sentiment--it's not something I usually engage in. But in this case the challenge is both optional AND it has a group mode. So it is a little irritating when I see players go "too hard, please nerf" when a review of their actual strategy usually shows them doing something like fighting from range on Breaktown Brawler or just eating the Doom Droid's entire laser beam without a DCD or heal pot. I'll be the first to say it's easier on some specs than others, but the challenge is 99% mechanics. But at the end of the day, I'm not a dev. They'll change it or they won't. Good luck to you.
  7. Eternal Championship is fine. I and others have solo-cleared it this expansion on every combat style (though not every spec). In a game that is painfully easy in most regards, this completely optional solo quest asks you to know how to do dps, how to use your dcds, and how to play mechanics. And if you can't? It lets you group. /shrug
  8. ...considering OP started this thread during 6.2, you might want to dial it back a bit before claiming someone's reported experience is "incorrect."
  9. Pulling this thread back up to the top of the forum since the developers apparently do care about conquest. Instead of adding conquest objectives to Galactic Seasons (which isn't always available) -- why not give conquest points to the daily areas they keep issuing? I'm not much of a daily person myself, but I've been known to do a round or two while waiting for raid to form or the queue to pop. Right now, there's no reason to play the new zones at all after the rep's done.
  10. Confirmed that the previews are indicating some interesting color issues with this dye. Impossible to know without actually buying it if the preview is accurate.
  11. First of all, thank you for making an official post on the matter. The following is a bit bluntly worded, but I do appreciate seeing communication. That said... The last 4 Galactic Seasons have all included a currency -> rep token mechanic. A change like this should have been communicated in the livestream and season article, because it's a major change in how the playerbase expects the mechanics to work. Because it was not communicated prior to the patch, it caused a lot of confusion and irritation. A substantial portion of that confusion could have been eliminated simply by communicating the change in advance. There was no reason not to do so. Similarly to the GS "currency" change, this one bothers me because no conquest balancing was mentioned in the patchnotes. It was stealth-nerfed, and not by any small amount. A simple line saying something like "some conquest objectives have been rebalanced" would have gone a long way. Would people still be mad? Probably. But at least it wouldn't look like the team is hoping players will simply not notice the change.
  12. Alternatively, did OP actually switch loadouts using the loadouts interface (as intended), or did they use the combat style selector assuming it had the same functionality?
  13. You don't, but at Level 60 you can start Knights of the Fallen Empire from the chapters menu, which skips the class story and grants you your ship.
  14. Agreed that this seems a bit like a targeting issue. I'll also point out that a lot of dps in queue don't really seem to know how to fight against a healer. I've been solo-queuing a lot of merc heals this week and the number of dps who just tunnel their entire burst window into the reflect is quite sad.
  15. 19 rounds?!?!! I thought Hypergate ended automatically in round 7. 🤯 I think my longest warzone has only been 30 minutes or so for a very contested novare coast.
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