aylwyne wrote:
I think part of the problem is because of the weakness of afflictions against mobs that are much above your level and most of the time, you're fighting mobs above your level to get any kind of decent xp.
I'll agree to that too. And expand on it. I'd also say that melee should have more status-inflicting skills to help add tactics to battle.
Right now, the easiest way through most battles is lots of damage and lots of heals. And we all know elemental is hands down best damage, as it should be. But that leaves little room for anything else, as they would take away from those two roles and offer little in it's place.
Combat needs to be slowed down a notch, and affliction and status inflicting skills need to be reliable and more varied.
DA has a total of *3* skills in it's entire 200 levels (and sleep is just a cheap useless knockoff of stun, so 2?). Yet I still find the skills to be of immense utility on any mobs of my level or lower. Of course you have to go up 50 levels in a mid-size team. I can land hits on any mob in the game in a few tries, but it's much too unreliable to base strategy around. It's always the others on nuke'n'heal, and
if affliction links hold the fights are easier.
Getting winded here, but basically-
You can depend on nukers to do damage.
You can depend on healers to keep your tanks full.
And that's it.
The coming "Rebalancing" changes should make it so you can depend on melee to take the hits, as right now I wouldn't say that's true when mob specials still take them down so fast (another reason there's little strategy currently)
The next step is being able to depend on afflictions and melee to control the battle in some way.
I'll also note that we should be able to expect ranged fighters to do damage too.