The entire point I am making is that different classes will be more or less useful in different instances. Unless you give everyone the same tools, this will never change. Hoto favours ranged dps and those that can consistently interrupt. ROFL favors low CD-Burst classes. Gorge favors classes with instant skills.
The question for lowering aoe damage are either laziness or lack of knowledge. As you were adamant about the nerfs being necessary I simply assumed you haven't gotten the strategy down. I only challange your point that only specified comps can run the instance as bad thing too.
I think that a) that's inherently not true
b) even if it was, it would not be a bad thing.
Seriously. Hoto brings out the classes that now lean towards a more defensive playstyle, contrary to ROFL. You simply cannot take a w/p with you and have everyone survive through the power of two-skill-immortality.
The idea of balancing is one that is not uniform across the board; and in a game as complex as an MMORPG it is neigh impossible to perfectly balance everything out. If you try and equalize all damage, players will choose the safest path. If you reward the players with less defenses with a slight advantage in damage they will only play the one with more DPS. Hoto brings out exactly that, where, arguably the strongest class in there (Mage/Knight) didn't see much if even any play in all other instances before last patch.
Every single AoE can be countered. And let's be completely honest here, too: Ranged DPS get enough shit in their faces too, with assassins jumping to the furthest away targets and warriors jumping to a random character - the longer they charge, the higher the damage. This can be countered by stunning the monsters. To prevent oneshots that way, we e.g. use a lasso of the scout or a thunder of the mage to keep the enemies at bay.
Your entire point, if I understand you correctly, boils down to the fact that melees need to pay more attention than ranged dps. They kind of have to, I agree. Lowering the AoE trivializes the content and increasing it's range makes it incredibly punishing - especially when you consider that one of the best strategies you can take in the instance is to wait out the casts of the aoes and then destroy the monsters safely.
HOTO rewards you dearly if you take the time to think about a sensible composition, know your class and communicate well. If you do not do all three and aren't insanely overgeared the instance will feel bad. Getting rewarded for playing well and improving is a good thing.
Display More
Once again, I disagree with you on many points: D
Quote
The entire point I am making is that different classes will be more or less useful in different instances. Unless you give everyone the same tools, this will never change. Hoto favours ranged dps and those that can consistently interrupt. ROFL favors low CD-Burst classes. Gorge favors classes with instant skills.
You are quite right here, but in each of these cases you just get less, you can come to the instance but you won't get 100% of your dps. On hoto, some classes just have much, much more difficult gameplay, and the gameplay is fictitiously difficult.
Quote
The question for lowering aoe damage are either laziness or lack of knowledge. As you were adamant about the nerfs being necessary I simply assumed you haven't gotten the strategy down. I only challange your point that only specified comps can run the instance as bad thing too.
I know the strategy and I am against it. This is not laziness. It's a bit like you want to take in a shooting tournament and you make blind some of the participants, saying it would be interesting now. If you want a handicap, give it to everyone, I repeat it again.
Quote
I think that a) that's inherently not true
How is that not true? After all, you wrote yourself that you need to find the right team combination.
Quote
b) even if it was, it would not be a bad thing.
Of course, this is a bad thing, if mmo wants to survive, it should have as many players as possible, and in order to do so, it cannot be hermetically closed.
Quote
Seriously. Hoto brings out the classes that now lean towards a more defensive playstyle, contrary to ROFL. You simply cannot take a w/p with you and have everyone survive through the power of two-skill-immortality.
So they're trying to make us change class? I understand it well? Of course, you cannot go with a weak connection, you have to go with something armored, at the same time a mage or a scout does not have to do it and can easily go with a non-survivable combination.
If you want people to play defensively, let all the players do it.
Quote
The idea of balancing is one that is not uniform across the board; and in a game as complex as an MMORPG it is neigh impossible to perfectly balance everything out. If you try and equalize all damage, players will choose the safest path. If you reward the players with less defenses with a slight advantage in damage they will only play the one with more DPS. Hoto brings out exactly that, where, arguably the strongest class in there (Mage/Knight) didn't see much if even any play in all other instances before last patch.
This is what is happening! You do not see it?! The mage or the scout can go o all dps and choose the strongest combination, and the rogue/warrior/champ must go with something very armored and have dmg less! Where's honesty here? Since some are to go to the armored combination, let the others also go.
Besides, it is not true about m/k. This combination is not very popular, but in our guild it was seen a lot before the patch and it made a huge damage on each instance. So the advantage of hoto is not to discover m/k.
Quote
Every single AoE can be countered. And let's be completely honest here, too: Ranged DPS get enough shit in their faces too, with assassins jumping to the furthest away targets and warriors jumping to a random character - the longer they charge, the higher the damage. This can be countered by stunning the monsters. To prevent oneshots that way, we e.g. use a lasso of the scout or a thunder of the mage to keep the enemies at bay.
You're kidding? After all, these charges are laughable, as much as I run on hoto, maybe once I saw them kill someone, while hitting aoe destroys me.
Quote
Your entire point, if I understand you correctly, boils down to the fact that melees need to pay more attention than ranged dps. They kind of have to, I agree. Lowering the AoE trivializes the content and increasing it's range makes it incredibly punishing - especially when you consider that one of the best strategies you can take in the instance is to wait out the casts of the aoes and then destroy the monsters safely.
I wouldn't call it "paying attention" and "paying more attention." While hitting from a distance you only consider the fear of the tank, nothing more. You have to be careful when hitting up close and have your eyes everywhere, it's ridiculous.
And your strategy on our runes is regrettable, because fear is enough for me to kill a whole group of mobs by mage.
Quote
HOTO rewards you dearly if you take the time to think about a sensible composition, know your class and communicate well. If you do not do all three and aren't insanely overgeared the instance will feel bad. Getting rewarded for playing well and improving is a good thing.
Hoto rewards people who chose to fight at a distance, in the end, nothing more rewards: D
I am amused by the phrase "know your class". Maybe it's better to choose "choose scout/mage" and laugh at those who need to know their class: D