It is pretty obvious that IF a skill build becomes viable at top difficulty it would trivialize difficulties lower. I completely agreeOriginally Posted by Meli4v Go to original post
If you have a 20s blind duration, currently on the live game a red-hp enemy would reduce that by 25%, a veteran 45%, an elite 50%, and a named enemy 60%. So, no, legendary enemies are not blinded for "barely half that time," like you claim. An elite would still be blinded for 10s on the live game.Originally Posted by Meli4v Go to original post
In the PTS, this would mean an elite is blinded for an extra 15% on top of their current values which would be 7s instead of 10s. A nerf absolutely but 7s is still a pretty long time for good DPS players to do damage. I need to stress elites make up a much smaller portion of the enemies. There are way more red-HP enemies than any other type. Even with the PTS changes, the red-HP enemies will still be blinded for 12s. If your DPS players can't kill some red-HP enemies in 12s, well clearly they're not good enough for legendary.
My full CC build gives me a 24 second Blinder on paper. Let's take Elites as example, this means:Originally Posted by krismate- Go to original post
Pre-Nerf: 24 seconds minus 50% = 12 seconds
Post-Nerf: 24 seconds minus 65% = 8.4 seconds
3.6 seconds is a long time in Legendary and can decide between life and death when you have a time window long enough to dump another mag into a baddie or take no damage for another couple of seconds.
Also you are forgetting that they stealth nerfed the Blinder cooldown. Before, it started ticking on effect activation, now it starts ticking on effect end. So no more chain blinding.
But I could turn a blind eye to all of this, had they not completed trashed status damage and thereby ruined several viable builds/talents/gear and then on Reddit just shrugged and called it "A step in the right direction".
https://www.reddit.com/r/thedivision...erf_to_status/
No you’re wrong cos the cooldown has been changed on the firefly to start when the duration ends. So not only are they blinded for less they’re blinded less often. A double nerfOriginally Posted by Meli4v Go to original post
You keep saying this, what info are you basing this off of? Uplay says I have 512h of playtime in Div2 btw.Originally Posted by Sxcit3 Go to original post
This game doesn't need this nerf, right now and it's, yet, another poor decision by the devs. It's hilarious that most players are asking for the game to be more enjoyable for the bigger part of the player base, yet the devs still find a way to pander to the reddit elitists. Here's the thing, I'm pretty good at this game too and some would say I'm an elitist, but I can see that this game needs to be more accessible to the casual player in order to survive. If that means it getting a little easier, then I'm fine with that because that will also lead to more players staying and coming back. I love harder content and like to feed my ego every now and then, but I think I would like to actually have some people to enjoy playing the game with a little bit more.
Those players saying that the CC nerf is ok and necessary and that you still can blind enemies for a long time have not touched a blinder firefly in their life. Mostly they are red DPS players with zero or no sense of player's community. Every nerf is fine and justified until the moment Massive touches their M1A. That is when they cry and flood reddit with complains seeking the support of healers, tanks and CC.
Btw.
If Massive thought, that a flat nerf to CC will solve the problem, they don't simply understand, what problems it will create.
Even if they want Damage over time effects to be completely dead (seems like it), don't you get it, Massive, that your CC solution will requiere a lot of extra work to balance encounters? Here are the examples:
1) Open world Heroic difficulty. There are things, like elite patrols, elite Territory control, Public executions. They are all full of elites. So no CC build or Half CC will be effective there, just because you blatantly nerfed it to the ground. THERE ARE NO RED BARS THERE AT ALL.
2) Control points level 4. Same thing. That encounter doesn't spawn ANY RED BARS. Only Elites. Hell, even veterans are super rare there.
3) Heroic and legendary missions. It's a simple RNG. One time a 4 man group can encounter 0 Heavy Tanks there. And second try on the boss will spawn 4 of them. Good luck with their 70% resistance. Oh, wait a minute, you want to balance every room there separetely? Oh my god >_<
4) Raid. It's full of elites. Ok, you will balance it every time separetely. But why the **** you waste your time on it?
5) New modes. You have already confirmed, that there will be new game modes for PvE. Something like Skyscraper. I believe, there will be hordes of enemies, that will be randomized. So a fcking pack of tanks will spawn there and ruin the whole party. Wait a minute. You want to hard balance it the same way as missions? With RNG in it? I will die laughing, when i will see it.
Surely, you can complete everything with M1a bullsht. So why bother nerfing m1a? Increase it's damage by 100% in PvE and call it's a day. You don't want other builds to exist. At least, it seems like it.
And most of those enemies were killed in an extremely fast amount of time. So where is the issue: is it the length of time I do no (or nominal) damage in as a CC build, or the length of time someone does extremely large amounts of damage in as an CHC/CHD M1a build? Note that the gun can continue to ouput that level of damage regardless of CC but accepting that CC makes that task much easier.Originally Posted by krismate- Go to original post