borg9 wrote:I haven't seen many 'nerfs' to anything for a longtime.
Huh? Neun, while you look through a rose colored perma-subscription glass I can't let this summary for new players go. Let's be a little realistic about things.
borg9 wrote:Harvest since patch 1++ has never been easier.
Agreed. Too easy, a result of devs panicking and pandering when harvesters were leaving the game in droves after ATS feedback was ignored pre-patch 1. (If you're a new player, look for the 25 page whining thread started by harvesters back in October. Shows how to get things done...whine as loudly as you can and maybe you'll get your tree fixed.) Easy...unless of course you want supreme mats, which have become insanely hard to get unless you PL'd PR or forest harvesting and are now stampeded every server reset.
borg9 wrote:Craft went through a period where boosts didn't work correctly, but also a period where crafts never failed (degraded)
Boosts working correctly are the single least important issue facing crafting.
We've had:
1. Elimination of crafting as a stand alone profession once missions and pricing screwed up in patch 1. Forced leveling of harvesting to level crafting. No effort made by devs to fix this. No reason to run any crafting missions at all save for rite missions given they don't even cover your mat cost and fame effects are better if you run craft missions for non-overseers. Second most broken profession in game, only made playable at how ridiculously easy it is to get mats harvesting. 5x the time spent harvesting to get 1x crafting level.
2. Bulky interface where you can't even set your own prices, just a broken markup that has been known for 2 months and hasn't been touched
3. Stealth nerfing mat requirements without patch notes, which you took as a feature. Adding mats to high q plans for grinding helped some but the most difficult plans (e.g. jewelry) still require hours upon hours at 2-4 mats a time.
borg9 wrote:Range - I think this is one where if you use it 'correctly' its an awsome skill, if you don't it gives the impression its useless (been buffed twice Hit rate stanza, major reduction in mat requirements with added ammo clip increase)
Awesome? DPM (damage per minute) has been conclusively shown to be between 1/8 to 1/2 that of other skill trees at 2x-3x the stat costs, not to mention insane mat costs once you hit higher levels. Ammo does not work correctly (piercing does not pierce, slashing/blunt do not affect mobs the same as melee weapons and still cause reduced damage), not to mention ancillary effects like lightness and range not functional. Weight a huge issue...only items in game where bulk gets trumped by weight. Weapons do not work correctly with only features enabled being speed and range, the max range of which is less than magic.
Buffed? Grand total 2 changes to ranged in 6 months, one of which is readding a beta stanza that only affects heavy weapons, not the other 2 skill trees. Other issues have been known, repeatedly discussed and analyzed - and ignored.
Use 'correctly'? Sure, as a skill tree for bored high level melee/magic types. As a standalone primary profession, worthless. Interesting applications by some in groups, but try leveling pistol some time before you tell me that it's working 'correctly'.
borg9 wrote:Fight - I think this is the most effective and balance skill tree.
2H pike is effective and balanced up until 150ish. Other trees have significant problems (second dagger being broken, DPM vs reduced damage from shield not working well for 1H, blunt/slash special effects not working well if at all for 2H, worthless area stanzas). All that needs to be said about fight being 'balanced' is that we don't have any lvl 250 fighters that I know of yet, versus how many avatars of destruction...
borg9 wrote:Magic - as much as people 'used to' say its useless, I have yet too understand the view point form 1-50 its fine even solo, 50-100 best in a team environment, 100-150 magi+heal = power leveling machine, 150+ = dead mob, self heal next mob.
Ahh, yes. Magic. The other skill that got a couple boosts post-patch 1, and subsequently we numerous level 250 players in it.
Elemental is unbalanced comparatively in terms of DPM when you can solo even level high level mobs with a few shots. Unsurprisingly people have taken advantage of leveling the easiest tree in the game.
Heal got a HUGE boost (which people forget about) in patch 1. Was balanced prior to that, but this was the one tree that was tweaked for the massively increased patch 1 mob damage where every other skill tree was untouched. Result was unbalancing a whole lot of other things with the bandaid being heal skills increased. Other result: a number of celestial guardians.
Afflictions? The way magic used to be (except for that stupid blind exploit), which is why people used to complain about magic being 'useless'. But now restricted to solely even-level mobs, which makes it very difficult to level. And a nice but not necessary skill to have given the boosts to heal and elemental. Impossible to level outside of a friendly and tolerant group as an afflicter isn't 'needed' the way a nuker or healer is.
micrix wrote:This is whats life about: Make the best out of what you get !
My advice for new players? Do what you want. Try running a few missions. But if you want the path of least resistance and easiest leveling, play a elemental/healing mage and laugh at everyone else with balance issues and broken skills, and then come back to the other trees when you're bored.
Those of us who have spent a whole lot of time on other things than nuke/heal mages, of course, may not have as much fun. This is why we are still rather concerned about game direction, since the effort and hours we spend to level the way we want to doesn't quite seem balanced.