Is it? So instead of numerical adjustments which at least bring those skills back into the possible position of being played we gotta wait on it being a mastery rework?
We’re supposed to have 15 masteries. So basically since 1 Mastery per patch gets reworked we gotta wait nearly 4 years to make a full round if EHG gets it together to provide 4 Cycles per year?
Gotta say that’s kinda shit Unacceptable pacing plainly spoken. Which is what I’m repeatedly saying: Their content-pipeline is a mess and needs severe adjustments on how they tackle content overall. It’s not working and never has to date.
And that’s a problem. Those bandaids need to be at least effective enough to allow playing those without it feeling like you ‘simply picked wrong’.
And that’s not a good state. ‘Eventually’ people also leave a game despite devs which give it their all. Why? Because ‘their all’ sometimes isn’t good enough if they stay railroaded in their thought-process. Risky but big moves are at times mandatory, with the option to rollback should it miss the mark by miles.
And I agree… just doing bandaids is bad. But ‘EHG doing the right thing’ is not something I personally see either. If that would be the case then why do we have a Boss-Ward system which formerly had the specific goal to not affect low DPS builds… now suddenly doing exactly that especially much? Or why can we skip dungeons rather then them being fixed? Or why do we have Mastery Respec rather then a proper rework of how a player is introduced into them since it’s presented really early… and hence can easily lead to picking something you got no clue about yet?
I mean, it’s nice you trust in EHG so much, but blind trust is more dangerous then scepticism, it enables people to stay in their lane when they’re supposed to switch it, leading to those exact mentioned outcomes.
And you think this process wouldn’t play into properly fixing it afterwards? Nothing taken away from it? There is knowledge behind the band-aid to realize ‘this is what the skill is exactly missing to feel good and work’, so instead of blindly throwing a option at players and missing by a landslide dialing more tightly into a reliable good feeling afterwards is the possibility.
It’s not wasted time to do that stuff, quite the contrary.
They applied tons of bandaids which gradually dialed into the actual ‘sweetspot’ before then making a grand rework of the respective mechanic. Not without reason the Atlas has been majorly reworked several times, up to the point where player-agency (the major issue) has actively been solved via first introducing the Atlas tree and then the Scarabs in modern form, allowing extremely distinct choices on how you wanna play and what you wanna see for content at any time nearly.
Same with dialing in with their individual crafting mechanics. Eternal orbs were too powerful, so they put it into Bestiary. That was still too strong there so they changed it into only affecting magic items… and there it works well! Or the itemization for finished Incursion temples since that caused problems with third party trading.
Those are all band-aids, but nonetheless they dial in into finding out the specific details of what exactly was wrong or non-optimal with those systems.
Exactly, that’s a big part of what we need!
And that’s not hard. Pure numerical changes are easily done and easily removed again… if EHG finally would get their stuff together to ignore outcries about ‘but my build mid-cycle!’ and do it early, heavily and immediately.
To dial into the specific sweet spot you need several iterations, and you can’t do that if each iteration is 4 months apart when you need 5 of em, you never get done with anything, especially not when the content around it changes and destroys the initial premise established over and over along that road.
It is, it’s what GGG’s engine runs off of partially… but given we’re talking about Unity underneath all sorts of weird nonsensical things can happen. Unity is known for having issues with a variety of common mechanics which no engine realistically should’ve any issues with. It’s a cobbled together thing that’s massively bloated nowadays.
If content is severely misbalanced then that’s a cause to speak up.
Disparity is normal… but severe disaprity is not. ARPGs are RNG heavy enough to allow success with a non-optimal mastery or skills commonly… but when that is basically non-existent because not even the RNG layer can make up for it then a problem exists.
LE has that issue with many many builds…
Still competitive, still a bad state.
How about you get off your high horse and back down to earth behaving like a normal civilized human?
And plainly spoken if a mechanic allows you to get basically immortal and is the cause of an oversight that’s commonly a cause for a immediate mid-cycle patch, no matter what someone thinks about it that their build now is ‘worse’.
And if it’s mentioned by the devs it should actively be counted as exploiting as well and hence be a ban-able offense.
Your argumentation is utterly disgusting and appalling.
This has nothing to do with competing. Competing is about personal skill, using a exploit to avoid needing any skill and saying ‘I’m at the top, look at me how great I am!’ is just sad. Makes the competition loose all value.