Re: Patch Notes 22/08/2024
Posted: Fri Aug 23, 2024 10:49 am
Just to be clear: In no way in this post am I calling for a nerf to any class. My intent is to compare some of the strengths of various classes, and to point out the flawed thinking that went into this RSH nerf.
Although, I do have several MDPS, I am fairly inexperienced with them and will withhold comment on the WS/INI changes. My goal is to address the SH nerfs, but only in the context of RSH, which is what I primarily play.
I knew a RSH nerf was coming a few months ago, when the professional ‘Nerf XXX Class’ crew started to portray RSH as some kind of unstoppable killing machine. When this has happened in the past, the devs saw fit to nerf that class, so I knew an RSH nerf was coming, even though nothing had really changed on the RSH in quite a while. So what happened? Why suddenly were certain people ( and always the say people) whining about RSH? Well, if you read their post a few things become clear:
1) They are talking about solo or duo encounters. Run speed on a RSH is pretty much irrelevant in WB play.
2) They died to the RSH while chasing them. In other words, they played the RSHs game and lost. The equivalent is a pure RSH running to melee range to fight a slayer. It’s stupid. One of the commenters even said that nerfing the Run Away ability was not enough, as the RSH would just hit flee. Well, easy answer: don’t wanna die? Stop chasing the RSH. Use terrain, break line of sight, etc.
3) They have not played an RSH, at least for an extended period. Some of the comments prove this. They whine that RSH has a squig with a taunt! OMG, how can this be allowed? What they fail to realize is that RSHs rarely use that particular squig, as it pretty much suck for RVR. There are numerous other examples that show that someone just went to career builder and looked at the abilities.
Others whined about how much supposed defense a RSH has. No one who has played a RSH for a period of time would believe this. The RSH has one, and only one RELIABLE defense: Speed. Speed is the RSHs armor. So lets look at all the RSHs supposed defense. Light armor, minimal resists, and almost no toughness. Even less if you run the WS tactic, which takes my toughness to the 50s. So, if the RSH can stay out of range of MDPS/Tanks, they die. Speed is essential.
Squig Armor: Decent protection in melee range, but if the RSH is in melee range, he screwed up, and is close to death. Not having thrown any points into the melee tree, most RSH will do poor damage in SA, and loses access to all their ranged abilities that actually do damage. So while SA has its uses, it is not a panacea. Now its 50% of what it was. That’s ok though, adding 50, or even 100% to RSH armor is still really low armor.
Sticky Squigs: Short term snare, and short self-punt. This ability fails often, and even when it works you have to start in melee range to the enemy, which means you are most likely snared. (BTW RSH only has an M2 to break snares.) If it works and you self-punt, you are still in range to many MDPS/Tank abilities, WH finishers for example. I will say it does work well with your back to a cliff though.
Detaunt and Run Away tactics: Good, but hardly game breaking. You are relying on a proc, and for the detaunt tactic can’t then attack the person attacking you. Also, despite what the whiners say, no one I know runs both, and many run neither. Running both would seriously affect DPS. I am sure there is a RSH who does, but I haven’t met him.
M1 (concealment) 7 sec dodge/disrupt. Awesome, if you spec it. I don’t. It great vs. ranged, but doesn’t help vs. tanks/MDPS, so most RSH run Squig Beast or the knockback.
That’s it for defense for the most part. No snare break except m2, and most classes in the game having ranged KDs, snares or staggers. Its walking the razors edge to stay in the Goldilocks zone and not get snared. Snared=dead. The Devs cite the RSHs ‘impressive escape tools’, and then move one of them to the top of the tree. Run Away should honestly be core, not even in a master tree. It is that important to have a reliable speed buff.
Lets compare to other classes defense tools:
Tanks: Every friggin CC in the game (except pulls), massive armor, massive toughness, charge, ranged roots and staggers, good self-heals, etc.
WH/WE: The king and queen of escape artists. Stealth, mini-stealth plus speed buff LOW on the mastery tree, Self-punt plus a FRIGGIN STAGGER, AOE detaunt, and M1 100% parry and dodge, and an easily speccable 7 sec disrupt.
Other MDPS: Charge (use it to run away from the RSH instead of chasing him), Root/snare breaks, M1 parry/dodge, KDs, for WL: pet snare and run away, for choppa/slayer decent self-heals, and regen tactics (tbh not sure how much these are actually specced, I defer to the experience slayer/choppas out there.)
Engie/Magus: Great defense if specced for it. Heal/regen, does well with lots of toughness/wounds, add in staggers and KB. KD as well, although it requires pet.
Sorc/BW: Ok, they need some defensive love.
SW: Pretty much a perma-speed buff with a 4 point tactic, self-punt, assault stance armor buff, ranged KD.(one poster said RSH disarm, which is tied to pet, should only work in melee range, so should the same be said of the SW KD?)
Healers: No need to say anything.
So please, explain this nerf. It was obviously to affect solo play, which supposedly we don’t do balance changes for. Are you next going to move the WE/WH mini-stealth to 13 points? Maybe you’ll move the rugged tactic for tanks up the tree because they have too much defense?
Hopefully, I have made it clear that speed IS defense for a RSH. Relying on procs is not good enough, they need an on demand speed buff to counter charges from tanks and MDPS. Squig armor won’t save them, especially with the nerfs to that and all the ranged snare/stagger tools they have. RSH also needs some sort of snare break. Maybe make Sticky Squigz proc a snare break/immunity. A class that relies on mobility to survive has to wait for an M2? Silly.
I also urge the devs to stop letting a few folks in the forums drive class changes. Instead, talk to people in the forums, use a range of levels of players for suggestions, and play the class for a while before making drastic changes.
A Final note: This nerf hits low level RSH the hardest, as now they will have to wait quite a while for a reliable speed buff, so they will be little more than WL bait.
Although, I do have several MDPS, I am fairly inexperienced with them and will withhold comment on the WS/INI changes. My goal is to address the SH nerfs, but only in the context of RSH, which is what I primarily play.
I knew a RSH nerf was coming a few months ago, when the professional ‘Nerf XXX Class’ crew started to portray RSH as some kind of unstoppable killing machine. When this has happened in the past, the devs saw fit to nerf that class, so I knew an RSH nerf was coming, even though nothing had really changed on the RSH in quite a while. So what happened? Why suddenly were certain people ( and always the say people) whining about RSH? Well, if you read their post a few things become clear:
1) They are talking about solo or duo encounters. Run speed on a RSH is pretty much irrelevant in WB play.
2) They died to the RSH while chasing them. In other words, they played the RSHs game and lost. The equivalent is a pure RSH running to melee range to fight a slayer. It’s stupid. One of the commenters even said that nerfing the Run Away ability was not enough, as the RSH would just hit flee. Well, easy answer: don’t wanna die? Stop chasing the RSH. Use terrain, break line of sight, etc.
3) They have not played an RSH, at least for an extended period. Some of the comments prove this. They whine that RSH has a squig with a taunt! OMG, how can this be allowed? What they fail to realize is that RSHs rarely use that particular squig, as it pretty much suck for RVR. There are numerous other examples that show that someone just went to career builder and looked at the abilities.
Others whined about how much supposed defense a RSH has. No one who has played a RSH for a period of time would believe this. The RSH has one, and only one RELIABLE defense: Speed. Speed is the RSHs armor. So lets look at all the RSHs supposed defense. Light armor, minimal resists, and almost no toughness. Even less if you run the WS tactic, which takes my toughness to the 50s. So, if the RSH can stay out of range of MDPS/Tanks, they die. Speed is essential.
Squig Armor: Decent protection in melee range, but if the RSH is in melee range, he screwed up, and is close to death. Not having thrown any points into the melee tree, most RSH will do poor damage in SA, and loses access to all their ranged abilities that actually do damage. So while SA has its uses, it is not a panacea. Now its 50% of what it was. That’s ok though, adding 50, or even 100% to RSH armor is still really low armor.
Sticky Squigs: Short term snare, and short self-punt. This ability fails often, and even when it works you have to start in melee range to the enemy, which means you are most likely snared. (BTW RSH only has an M2 to break snares.) If it works and you self-punt, you are still in range to many MDPS/Tank abilities, WH finishers for example. I will say it does work well with your back to a cliff though.
Detaunt and Run Away tactics: Good, but hardly game breaking. You are relying on a proc, and for the detaunt tactic can’t then attack the person attacking you. Also, despite what the whiners say, no one I know runs both, and many run neither. Running both would seriously affect DPS. I am sure there is a RSH who does, but I haven’t met him.
M1 (concealment) 7 sec dodge/disrupt. Awesome, if you spec it. I don’t. It great vs. ranged, but doesn’t help vs. tanks/MDPS, so most RSH run Squig Beast or the knockback.
That’s it for defense for the most part. No snare break except m2, and most classes in the game having ranged KDs, snares or staggers. Its walking the razors edge to stay in the Goldilocks zone and not get snared. Snared=dead. The Devs cite the RSHs ‘impressive escape tools’, and then move one of them to the top of the tree. Run Away should honestly be core, not even in a master tree. It is that important to have a reliable speed buff.
Lets compare to other classes defense tools:
Tanks: Every friggin CC in the game (except pulls), massive armor, massive toughness, charge, ranged roots and staggers, good self-heals, etc.
WH/WE: The king and queen of escape artists. Stealth, mini-stealth plus speed buff LOW on the mastery tree, Self-punt plus a FRIGGIN STAGGER, AOE detaunt, and M1 100% parry and dodge, and an easily speccable 7 sec disrupt.
Other MDPS: Charge (use it to run away from the RSH instead of chasing him), Root/snare breaks, M1 parry/dodge, KDs, for WL: pet snare and run away, for choppa/slayer decent self-heals, and regen tactics (tbh not sure how much these are actually specced, I defer to the experience slayer/choppas out there.)
Engie/Magus: Great defense if specced for it. Heal/regen, does well with lots of toughness/wounds, add in staggers and KB. KD as well, although it requires pet.
Sorc/BW: Ok, they need some defensive love.
SW: Pretty much a perma-speed buff with a 4 point tactic, self-punt, assault stance armor buff, ranged KD.(one poster said RSH disarm, which is tied to pet, should only work in melee range, so should the same be said of the SW KD?)
Healers: No need to say anything.
So please, explain this nerf. It was obviously to affect solo play, which supposedly we don’t do balance changes for. Are you next going to move the WE/WH mini-stealth to 13 points? Maybe you’ll move the rugged tactic for tanks up the tree because they have too much defense?
Hopefully, I have made it clear that speed IS defense for a RSH. Relying on procs is not good enough, they need an on demand speed buff to counter charges from tanks and MDPS. Squig armor won’t save them, especially with the nerfs to that and all the ranged snare/stagger tools they have. RSH also needs some sort of snare break. Maybe make Sticky Squigz proc a snare break/immunity. A class that relies on mobility to survive has to wait for an M2? Silly.
I also urge the devs to stop letting a few folks in the forums drive class changes. Instead, talk to people in the forums, use a range of levels of players for suggestions, and play the class for a while before making drastic changes.
A Final note: This nerf hits low level RSH the hardest, as now they will have to wait quite a while for a reliable speed buff, so they will be little more than WL bait.