Quote:
Originally Posted by Athrun Feya
Why shouldn't the deep be able to be completed in 20minutes? Who sticks labels on elite areas and says "because i used a xxxxx build concept and got this time, any more than this is broken". Yes it did used to take longer, in NM, but people have been running the elite mission daily since then and as a consequence tactics have significantly improved and made way for the faster times. Had we known then what we know now, runs could have been just as fast a year or two ago (similar arguments can be used for DoA and Urgoz).
Consider how the deep build evolved. Go back to the time when steel wall had been established - there was NM and renewal nukers. With the introduction of NF these nukers quickly became Searing Flames, and shortly after people were attempting HM with just the same build as NM, eventually getting down to ~25minute with SF in HM. Not to mention everything moves faster in HM, so the dps of skills like SS rapidly increases and pulling time decreases.
If cryway were to be nerfed into oblivion, we would not go back to SF eles but look for another armour-ignoring alturnative. At the time, the effectiveness of an armour-ignoring spike was just unknown to the deep and therefore quicker times were not being achieved.
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I know with knowledge and experience times were going down.
When I joined LotU back early 2007 they were very regular Deep players and I've seen times decrease. And in HM we were almost as fast as NM.
However, one of our main players quit GW and two others became more or less inactive due to their study, breaking our experience there.
When comparing the team to the old steel wall, the main change is swapping a tank for a nuker.
No problem for an experienced team who can block. And a nuker adds more damage.
Second, the mimicry mesmer can function as a second SS, which also adds damage.
We were able to play Deep in 45-60 mins early 2007, depending on the experience of the group and I can see that going down in time.
Even without PvE skills or consumables.
But look at the alternatives. FoC spike? Would work. RoJ? Probably works?
E-surge? Would work.
The bad part? Those are elite, so they can't take advantage of SoI.
The mimicri SS would not be as efficient, same for the MS and Deep Freeze.
Though the slow and KD would be the same, which is the main advantage of those.
If CoP would not exist in it's current form the team would need some reorganisation. Would it lower the times by much? I don't know.
It would probably put back experienced teams by 5-10 mins, less experienced teams somewhat more. Take out consumables for additional time penalty (casting, walking, skill loading would all be slower).
It's the combination of PvE skills, consumables and profession benefit's, combined with a decent team build, that make them overpowered.
It's impossible to say that only CoP needs a change or only consumables.
This however does not mean they are not overpowered, it only means it's hard to change them without keeping them overpowered or putting them out of the game.
Quote:
Originally Posted by Athrun Feya
A lot of the decreases in run times are due to Shadow Forms maintainability - that's the real enemy here.
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Oh, you won't hear me arguing on that one