Well, seems funcom just dropped another bomb in the form of nerfing anima shot...
And hearing it is because of pvp lol
Le sigh, another round of peeps moving on lol
Gj FC
Well, seems funcom just dropped another bomb in the form of nerfing anima shot...
And hearing it is because of pvp lol
Le sigh, another round of peeps moving on lol
Gj FC
It's only a cast time for Anima Shot, from what I saw in patch notes - if damage and healing are unaffected, I would not even call it a "nerf". All other assault rifle builders have either cast time or shorter than usual attack range so change to Anima Shot looks perfectly reasonable to me. Don't see why someone would leave the game because of that.
It is a nerf. Additionally to the 1 second casttime you get the same movement slow as it is on Anima Burst.
So we don't have a Leech Builder left which keeps you mobile for fights like MT or Ankh 2 plus people who aren't used to casttime builders will struggle with their rotations because the Elemental Force Counter is delayed.
Too many people cried about Animashot in pvp compaired too any other AR Builder it was just too strong (~70% of the dps playing AR/x - and about 90% of the AR players used Anima Shot as Builder). But instead of making things harder for pve they should have changed those skills noone used to offer more possibilities.
Fair enough. Assault rifle abilities have superior range, so they also slow down user when activated to compensate. I don't think Anima Shot as it is now should be an exception.
I see your point regarding Machine Tyrant, however I healed on him with Anima Burst in elite difficulty and didn't feel much discomfort due to slower move speed. If I saw bombardment catching up to me I just stopped shooting for a moment and dodged or ran away.
As for fight versus Klein on the bridge, people are not dying because they're moving slowly - there's enough time between swells and motes to switch sides by walking - people are dying because they're misjudged which side is safe or didn't pay attention to Klein so they couldn't react in time.
LOL
Try healing with that in MT NM where the aoes are much faster.
As to Ankh, that can be a serious hinder (heh) even if you know which side to move to.
That being said, they should have nerfed that damage and not given it a cast timer and snare. It does do damage in pvp but frankly even with this cast time i can jst stay somewhere and be shooting at others and still get em with the damage output.
So what they added was completely unnecessary imo as the builder still does the same damage but at a slower rate.
And tank is hit much harder than in elite too.
Well we did 18s today & Eilefhein who is starting to learn leeching so not very well expd in terms of when to use which skill to keep everyone alive (sorry for that 😉 ) & the gear isn't optimal too.. but he did it
we're just not used to the snare & casttime
i bet ankh 2 is possible too, have to look for waves & orbs but shouldn't be a big deal..
but it doesn't matter, maaaaaaaaaany people are just crying about the nerf to animashot without even trying to play PvE/PvP how it is right now.. (most of them are too stupid to use other builders & they just would be bad in PvP from now on)
here is the shitstormtrashtalkthread already 25 pages!
forums.thesecretworld.com/showthread.php?95245-I13-1-patch-note-discussion-(CM-Edit-Dev-response-on-Page-17)
Tilty wrote:
clap clap crying babys got what they wanted
seriously i don't understand this QQ here QQ there... try things before you talk about it ~ DON'T BE LIKE FUNCOM ITSELF !
if people quit the game because of changes to 1 skill .. than they never were into the game
there was only one thing i read which is true..
Rananar wrote
That Anima Shot rollback and subsequent development team response to remove slowdown from all builders and decrease dash and charge cooldowns... That's completely wrong. I'm very disappointed.
If long range ability deals same or greater damage compared to melee ability, it have to have some drawback, if you want to keep things balanced. I thought it was an obvious concept for both competitive and cooperative players to understand.
When this change is implemented, I would have even less incentive to sign up for PvP, as it have more than enough running and jumping around for my liking even now. I want to play MMORPG, not twitch shooter. I'm afraid if this trend to quicken everyone continues, next PvP mode will be racing in laps around Fusand on Anima carts.
rant - no constructive feedback below this line
This is a 2 point problem, big problem is that devs do not understands the mechanics of their own game because they do not play it enough to be good, and a lesser problem similar to other MMOs is shared ability effects between PVE and PVP. TSW would have been a better game with having abilities having different effects in PVP and PVE zones, which is feasible since there is no open world PVP.
Anima Shot is just the latest tweak, in the end players will adapt, but it does not make the game better when devs think abilities instead of builds and have no way to actually be more informed than the players.
In the end we have a game with a fistful of standard builds, a few specialized and only a handful of people can actually be bothered to try some different stuff which are mostly minor tweaks.
/rant
Awesome, I want this now 😀
I have to disagree. Being slowed/rooted is crap, it's not fun at all. This is a good change imo. Melee does have some advantages like exposed, impair/stuns, no LoS needed for builder attacks, and with the reduced dash cooldowns they have more chances to stay close to the ranged DPS.
I agree that they should have probably made abilities work differently in PVP and PVE.
In PVE assault rifle is one of the worst DPS weapons along with chaos.
Chaos/Rifle Proc decks aren't worse than other proc decks :p
okay slightly weaker because there is no good elite skill like bombardement