Quote Originally Posted by Sweet View Post
I just wanted to jump in and answer a few questions and concerns weve been seeing come up over past couple of days.SaboteursFirstly were going to roll-back the changes to Charge range; theyll be back to the same levels as they are on Live at the moment. Regarding damage, put simply some Saboteurs specs are doing far too much damage in both PVP and PVE across multiple level ranges including 50. In part this was due to an armor penetration bug however a significant portion of it is also due to Charge Booster. Were still not entirely happy with Charge Booster as is it exists on the Test shard and well be updating it further to reward players who invest deeper into the Saboteur tree. Were not trying to force people to have to spend 51 points in Saboteur were just trying to make it a more attractive option than what it currently is.Why didnt you nerf Warrior DPS?The issue with Warrior DPS in most cases was due to a bug in Combat Precision. Weve since fixed the bug which has reduced most broken builds, bringing them more in line with other DPS souls. In the case of the Paragon it dropped them too far requiring us to buff them up a little. There were of course other tweaks as well for both PVE and PVP spread across a number of Souls.ReaversThe Reaver is a tank first and foremost specializing in AOE threat generation; they are not a DPS Soul. Right now the speed at which they can solo a large number of mobs is too fast especially when they come out of the encounter at full health. Our goal here is to reduce their speed and overall healing ability while not impacting their threat too heavily. Ranged WarriorsFlamespear, Path of the Wind and Path of the Raptor are having their cooldown times reduced from the 6 seconds that they are on Test right now to 4 seconds. Were satisfied for now that these changes still give Warriors ranged attack options across a few different specs.Well also be doing an audit of dungeons to ensure there isnt an overabundance of encounters that unduly punish melee characters so we can adjust them in upcoming patches. If you feel there are bosses that punish melee too much please let us know.Bard, Chloromancer and Justicar group healingArea of effect healing from these classes right now is too powerful in larger raids, especially their passive & secondary healing effects. As such we want to reduce the amount of healing they can perform in those environments without greatly reducing their effectiveness in smaller groups and while soloing. Weve been paying close attention to and working with some of our top raiders on the Test server and so far are happy with how the changes are working out.To clarify something else as well all of our AOE heals use Smart Healing i.e. they select the targets who need healing the most and heal those characters and pets first. This means you should never see a case where you heal someone at full health while theres someone next to them who actually requires healing.Mana DrainsMana drains right now are a too good and are allowing players to rapidly drain people in PVP, well be increasing the time it takes to completely drain a targets mana for both Void Knights and Dominators.Ground of StrengthThe stun portion of Ground of Strength is being moved over to be affected by the same diminishing returns used for stun abilities. Like everything else well continue to monitor this ability.Moving ForwardOverall its been a fairly busy month for us and while you havent seen us post very much I can assure you that every day were looking at in-game bug reports and feedback as well as the forums. Post 1.1 well be continuing to look at feedback, parses, logs and addressing issues as they come up.Cheers,Sweet
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