i have seen complaints about goldrinn personally, and i’ve expected it to be nerfed this whole patch. i think it’s a rare perfect change
not to this degree. increasing the damage generated by 1 gcd of starsurge by more than double is a pretty severe outlier in terms of the amount of rng that can suddenly be injected into a match with no opportunity to react-i don’t think noticing the little wolf rocket counts as a chance to react
i agree totally. starfall spam is lame and they should hit it out of the park entirely.
Theyll prolly touch aoe again after the megadungeon goes live. This really isnt a big loss on the aoe build. Kinda hurts my bg build with the goldrin nerfs but it is what it is i suppose. Really not having issues with astral gen and thats not even slotting soul or stellar innervation. I do agree that theres no reason they should be touching st. How do you feel about the hybrid changes coming? I mainly run dbl dps in 2s and spend time offhealing my teammate and this just seems a little crazy right?
I mean it was an almost mandatory 2 point near bottom node that hit poorly. They should make it 1 point to be honest.
You are likely referring to the one comment I’ve seen on here of the screenshot. And that was all but troll lol. You have to concede it is not even remotely the focal point of complaints generally.
By more than double? I don’t know about all that. I get what you’re saying but like, every crit is like that too. For the record, I don’t care about the nerf. Like I’m not whining for it to get reverted. I just think it was ill placed/heavy handed. Something that will now hit on the high end of like 30k crits is… meh.
They could have very easily just lowered starfalls dmg in pvp. Maybe they don’t want to because the PTR has even more starfall dmg being injected which is beyond dumb.
I mean I’ve already made changes to my build because I found myself over-capping unintentionally. So lowering our AP gen just from dot spam is… like negligible lol.
Instead of regrowth being 25% mana they are dropping it to 10% mana and giving all hybrid classes similar treatment. Also increasing mana pool to 250k and mana regen by 150% (still lower but not bad).
Erm, I feel like this needs clarification. They’re increasing mana regen by 150% while increasing mana pools by 500%.
That’s an enormous decrease in relative mana regeneration. While we’ll be able to cast more heals with a given mana pool, we’ll probably be pretty dry when we run out relative to how it is now, and with no active mana regen tools anymore.
Keep in mind, too, that a ton of rotational stuff costs mana. And it’s all percentage-based.
So I’m not convinced this is a buff at all to hybrids; rather, it could end up being very much the opposite in practice.
I’m just thinking as a whole. Like with PotG, if I had that mana pool I could very easily prevent someone from dying in a go from 45 yards away if not crossed. Like, repeatedly.
Enh having far more mana for heals.
Spriest no longer going oom to spam md and purge and such.
I don’t know, these are super knee jerk thoughts but I just think they ought to tread carefully.
Yes but tbh it doesnt feel bad on ptr its definitely lower. But im casting over twice as many spells during an enemy cd window if my partner is dieing that pretty big. Will it be enough in 3s maybe idk.
I agree it could really change things up for sure. Hey they did increase the mana cost of purify disease xD. This one caught me offguard tbh bc i didnt think most peoples offhealing was that bad except for feral lol.
Wait, what? (Sorry I’m not well versed in how these things work with mana currently). You make it sound like they’ll struggle to recover more post change but will take longer to oom?
That’s exactly their stated design intent with the change, yes. Mana pools are increasing by 500%, but mana regen is only increasing by 150%. Relatively speaking, mana regen is decreasing multiple times over.
We’ll have deeper mana pools, but they will regen significantly slower. To quote:
Developers’ note: We’re moving forward with our mana economy changes for hybrids, now for all hybrid DPS and tank specializations. To restate, our goal is to allow for more continuous casts of utility and healing spells while maintaining limits on how much hybrids can contribute to healing, defensive dispels, and offensive dispels. In short, this is a deeper mana pool with less regen.