Monkey_Archer
Well-known member
Depends on your perspective I guess... Chains allow melees to do what casters were doing before the r10 nerf (and still can if we're being honest), ie. delete entire groups with a few button presses. I would argue that this is just one of many ways to trivialize what was intended to be the hardest difficulty setting.Chains are not OP, the problem is most melee is pathetic, under cooked, and to make it work you have to put one level FVS + one level warlock and a ton of APS into Vistani to get MP and be relevant. So, the elephant in the room are not the chains or Adrenaline, is the poor general balance for the other classes attacks. And, of course, they shall fix that, so every melee, more or less, could cover a DPS roleplay in raids/reaper withouth cheesing their ways out.
I've long argued that overpowered AOE abilities (chains or otherwise) would be less problematic if monsters actually had enough hp to survive the burst. There is a massive gameplay difference between being able to burst kill everything vs having to deal with surviving mobs while your abilities are on cooldown.
I really don't like the idea that buffs alone solves the problem. Its essentially an impossible task to fix everything and will only result in powercreep and more unintended synergies that further trivialize the game.
Minor buffs like they have been doing are great, but the easiest solution is just nerf the overpowered stuff. The diplomatic solution would be to buff monster hp or release higher difficulty settings.