It's time to rework Status EFX and Debuffs
The current situation with CC nerf on higher tier content just showed everyone how bad the state of debuffs in the game. I don't know WHY you try to reinvent the wheel, but that cancerous decision made things only worse.
We have already enourmous amount of feedback, what things players like and what they don't. And i'm not talking about power creeps, i'm talking about build diversity.
Please, try to understand and accept, that flat nerf the whole group will comepletely destroy it. You implement Debuffs as a whole Status effect theme, while also add some "exotic" ones, like The Vile. And by nerfing CC you just ignited the problems with it.
The WHEEL have been implemented in such games for over a 15 years already. Please, don't try to reinvent it. I'm not trying to insult you, or teach you something. I'm just explaining, why your decision about CC WAS A BAD ONE, and accumulating the whole playerbase concerns.
The idea, of how to fix things is simple. SEPARATE Damage over time effects and Crowd Control effects in different groups. Balance them separetely. You have just created a problem out of nowhere. By decreasing the time of status effects on enemies you have also deacreased the damage of skill builders. Means, you have destroyed that part of power play and builds.
When those 2 types of Debuffs will be separate, you can simply balance them.
FOR Damage over time EFX
MAKE them Equal. EVERY DoT should last for 10 seconds. Every DoT should have baseline damage, modified by the skill or a Talents.
Let us be powerful with DoT's!
Let Pyromaniac and those types of guns to be efficient in BOTH skill builds and Offensive builds.
Base idea is simple as it is.
Ignite Increase the damage, done to enemies under fire effect (including that fire effect) by 15%.
Every bullet hit will trigger 1 tick of that Fire damage. Can happen only once per second.
If the target with fire effect killed, next target will be set on fire.
This talent will allow hybrids to effectivly reset the fire on one enemy while also deal massive damage. For Offensive builds there will be a bonus of 15% damage increase, while for Skill builders that are focused on Damage over time effects, shooting that target will provide a lot of "FIRE SKILL DAMAGE".
Same can be done to ANY type of DoT's.
The Damage over time effects can benefit from both Status effects stat and Skill damage, effectively increasing that skill build. The diversity here will be in choosing more damage, or Skill haste.
This will also increase THE POWER of The Vile. As For Eclipse protocol gear set, it's core talent could increase the DoT's duration on target's by 50%. So with tranfering, it will have more time to deal damage. And Chest piece - for DoT's it could increase tick rates by 25%.
FOR Crowd Control
Instead of that flat and, honestly, cancerous decision of simple increasing Hazard protection on heroic+ enemies, there is a way more efficient thing.
ADD diminishing returns
In that case, the first wave of debuffs will have full duration of Crowd Control. However, the next one will be shorter by 30-75%, so elites will wake up faster. Put every type of CC on common timing, so players won't be able to chain them. The only exclusion is Riot foam, it will be separate.
In that case, CC builds will be still helpful, while Damage over time Builds won't suffer from that DR. And you will be able to balance one group and don't fck up with another.
PS: to balance Fire CC effect, instead of panic, enemies should have decreased accuracy while out of cover. Or make them paniking only first 2 seconds (resets every 1 minute, so again, can't be chained).
Just to be clear. With you decision and vision of difficulty, you have destroyed a lot of things:
1) Crowd control builds. 70% resistance is no joke. Elites+ can ignore any CC, even if you build around it.
2) Damage over time builds. Why bother adding The Vile mask, if those builds won't be needed in Heroic+ content?
3) Separate game breaking difficulties. Builds, that are super cool and fun on Challenging are completely dead on Heroic. One line of code ruined everything about them.
4) Gear sets, that are relying on Status effects. For example - Ongoing directive. You added a backpack, that increase Bleed damage by 100%. With that lonely line of code YOU COMEPLETY NULLIFY THAT BUFF. Same goes to a raid gear set Eclipse protocol. It transfers 50% (75%) of the duration. The duration based on what? 70% reduced duration?
It's good, that such things are on PTS, but really. This is an extremely lazy and clueless dicision. That completely destroyed at least a half of FUN you were speaking about in State of the games during last few weeks.
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