Always wondered at what point in high Reaper raids does AC actually start to matter. 400? 500? more?!
Mine.What build is destroyed?
Adrenaline is universally useful. It's useful against trash and bosses. Fury cutter is primarily useful against enemies with enough hp that they live long enough for fury cutter to tick damage on them. ( a small fraction of enemies ) The only way to make Fury Cutter competitive would be to make it so powerful that it would be game breaking or to nerf adrenaline to the point where its a fraction of its current version.
Mine.
Nerfed enough to prevent me from doing what I did before: ruining my fun = destroyed.
I'm actually quite liking some of the changes to the Exalted Tree for damage dealing players. If you pick this new option, you can get one significantly empowered healing spell every 5 seconds, and two "extra" single target nukes with the fire and light guaranteed damage. It would work nicely with my hybrid EK, for example, which casts a few spells but also hits things (although whether I'd want to lose the MP from a melee or hybrid tree is an open question). Then if you invest heavily in the EA tree, you get that very nice absorption from the new Holy Presence. Obviously, I'd prefer the pulse heal was left in, since it's clearly popular with the player base, but I respect what you're trying to do with this tree.
- New Multiselector with Angelic Form: Wrathful Form: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds." (this is pretty much what was here before, but with slightly different heal scaling and no % chance)
This.They couldn't simply make Cutter better against 'tank mobs' than Adrenaline is?
As you said, Adrenaline is good against everything. Cutter really only comes into play against things that take a long time to kill (mostly bosses). So why should Adrenaline be better than Cutter against those? Cutter could easily be improved by increasing the damage per tick, tick frequency, total tick duration, and/or maximum stacks. None of which would make it appreciably better against 'trash' mobs that die quickly anyway.
No nerf to Adrenaline required. Cutter nowhere near game breaking. Just adjusted to not always be inferior to Adrenaline.
Well you've just made the one change that would make Quick Cutter relevant. Make it an alternative. If you could take Adrenaline and Quick Cutter at the same time. ( even if they are both epic strikes sharing the same cooldown ) then Quick cutter would make sense to take. My tactical wolf does it with Adrenaline and Dire Charge. Two epic strikes and I choose which one to use based on the situation. But right now they are multi-selected and you can only have one. As it stands right now Quick Cutter would need to do about double the DPS at least to be even considered an alternative to Adrenaline to make up for it being only situationally useful. Even if the devs were to buff Quick Cutter and to give it upgrades that aren't laughably bad compared to the adrenaline I do not see them upgrading it to do that much damage.This.
Make it a alternative and situationally better tool in the toolbox rather than making it flat-out superior is the way.
But Tonquin and co. won't do it. Again, I'm beginning to suspect that these changes aren't quite what it's being made out to be as advertised (enhance under-utilized epic strikes). That is to say: this whole thing seems like a giant nerf packaged as something else.
Am I wrong?
Im not disagreeing, i use Adrenaline fairly often actually. I just wish Quick Cutter could come into its own as a nice Boss beater i like to see utility added even if it doesn't downright compete everywhere. Just ideas hopefully suggesting something might catch a devs eye.Just use Adren. Again, I don't think the devs understand some of the mechanics of their game. DoTs, especially applied at melee (and over several melee attacks at that), need to be really good to beat out massive instant upfront damage as in the case of Adren. The dodge needing to be uncapped/stacking bypassing MDB has already been said countless times.
Or, the devs realize all this, and they want a net nerf over everything, caster or melee be damned.
I've been a pretty hardcore SSG fanboy up to this point but just the shear number of complaints plus some well-thought out arguements is having even me do a double-take.
As it stands right now Quick Cutter would need to do about double the DPS at least to be even considered an alternative to Adrenaline to make up for it being only situationally useful. Even if the devs were to buff Quick Cutter and to give it upgrades that aren't laughably bad compared to the adrenaline I do not see them upgrading it to do that much damage.
At R8 450 AC, 350 PRR 350 MRR doens't cut it for a tank unless you have some good healing
Which build is that? And what you describe could be anything from a minor setback to a complete "now useless" so maybe you need to provide a bit more detail if you are to be taken seriously.Mine.
Nerfed enough to prevent me from doing what I did before: ruining my fun = destroyed.
This is all set for Preview 2, thank you!Cool, could you also please fix the stacking of the fire dot from the mantle in DI so it stacks with Dripping with Magma?
This is also fixed! Worth noting that I am reasonably certain this was a display bug only - there are 3 component effects delivered by the spell, and the two (invisible) damage over time effects were already set up to handle a unique channel per originator. It was only the tracking debuff portion missing that flag. Either way, it should be all set for Preview 2, thank you!tonquin, not sure if you fixed this or not, but carrion swarm does not stack when cast by different players, it overrides itself. please fix so the new buffed carrion swarm can be useful in groups
They couldn't simply make Cutter better against 'tank mobs' than Adrenaline is?
As you said, Adrenaline is good against everything. Cutter really only comes into play against things that take a long time to kill (mostly bosses). So why should Adrenaline be better than Cutter against those? Cutter could easily be improved by increasing the damage per tick, tick frequency, total tick duration, and/or maximum stacks. None of which would make it appreciably better against 'trash' mobs that die quickly anyway.
No nerf to Adrenaline required. Cutter nowhere near game breaking. Just adjusted to not always be inferior to Adrenaline.
you are the bestThis is also fixed! Worth noting that I am reasonably certain this was a display bug only - there are 3 component effects delivered by the spell, and the two (invisible) damage over time effects were already set up to handle a unique channel per originator. It was only the tracking debuff portion missing that flag. Either way, it should be all set for Preview 2, thank you!