"KausDebonair;c-1658752" wrote:
Like I said in my first reply, “maybe I’m missing the point.”
I still don’t understand your complaint, is it that your finishing rank is falling because of the % health damage doing less hard numbers? (Which is what I said in my 3rd comment.) If that is your complaint, maybe you & I play differently in that I participate in raids to help my guild obtain the toons (traya, GK, rHan) and I don’t care so much where I finish in the rankings. I understand that higher rank gets you better loot boxes, but that’s not my goal. If we have different goals when it comes to raids, we aren’t going to see eye to eye on this, which is fine, everybody plays differently.
One could also make the argument that, even though your hard numbers are lower, the raid is finishing faster and resulting in more loot boxes in the time it took to finish one raid previous to the rework. For example, my guild was doing t4 of STR. It took 5 or so days, possibly more. After the rework, we finished it in 1 day. Now we went to t6 and were doing that faster than the pre-rework t4. More raids equals more rewards equals more progression. But, if you’re in it for your own rewards and not the rest of the guild, then I can see why this rework could be aggravating.
Why do people jump to conclusions?
I'm not writing this because "I need to get da first, boiii!!!1!!11", but because I saw and still see a unpredecented pratice in this game. Instead of a natural life cycle a toon has in this game, they are cycled artificially (by nerfing them) AFTER people have
spend time and money to get them, when new content might or might not be released.
From a design point of view I ask myself follow question:
Would that toon be nerfed if content XYZ hasn't been introduced? In case of the STR the question is answered easily as has been stated various times by CG itself. Then I have to ask myself: what's wrong with the design of toons involved:
1. JTR is massively outperforming other team in STR, because of the kit she has
2. ST Han is outperforming other toons, because of the kit he has.
3. The STR has crazy tenacity, speed and above all other HEALTH
As I do not think that CG is incompetent I am sure they did testings espeically with META toons, leading to the conclusions as follows:
1. They knew well ahead that they WILL HAVE to nerf JTR. Not telling anybody at least that changes MIGHT come is shady... very shady. Yet, they
directly nerfed her and the whole Resistance squads basic design (exploiting Expose) just for this event,
based solely on the massive damage Expose was able to deal in the RAID! Prior to that they BUFFED Expose because their data told them, that it was to weak in arena, etc.
2. They SHOULD'VE known ST Han passive would go crazy with Traya in STR, but apparently they didn't and even THREATENED their players with reprimands if they used the "bug". (He was even the login toon for during the release... I wonder why? Nudge, nudge, wink, wink, *facepalm*) He was rightfully indirectly nerfed solely for the Raid. Sorry, in this case I concluded: they really didn't test how well he'd perform or had deadlines to meet (in this case, as the whole community has communicated innumerable times: talk to us! We're more understanding than you think...)
3. After months of complains about the Healthpool, they realized and thus admit that the Healthpools have been too high. That leads to following conclusion:
There is a way to deal with toon solely in a specific Raid instead of nerfing them in total as has been shown with ST Han. Yet, they refused to change how Expose works in STR, but nerfed it generally in the game, although they previously buffed it stating, that it was underperforming outside raids. Which makes me wonder why they chose to do so.
The sole and main reason afair to nerf the Expose damage was based around the massive Healthpool of STR, which has been dropped between 95-50% -as by the numbers provided so far- which OBVIOUSLY reduced damage dealt by Expose again. Yes, this is a indirect nerf as the Expose damage correlates directly with the amount of maximum health an enemy has.
And just to give you some info:
Yes, JTR teams damage won't change in HSTR, because HP won't change there as has been stated, yet HSTR didn't have that massive a Healthpool itself before! That means that basically this change only applies to not top guilds that are unable to do HSTR anyways!
Tier 6: somehwere around 600.000.000 HP total
Tier 7: somewhere around 170.000.000 HP total
So, let's take P1 of Tier 6 and heroic to make an example, rounded to make it easier:
T6: 150.000.000 HP for Nihilus. Disregarding anything else that makes for 30.000 Expose damage.
T7: 047.000.000 HP for Nihilus. Disregarding anything else that makes for 09.400 Expose damage.
Now let's assume that the HP drop of 50% is just a flat decrease for all phases:
T6: 075.000.000 HP for Nihilus. Disregarding anything else that makes for 15.000 Expose damage.
Woah, woah! What happened there? Yepp, a 50% drop in total damage as well, which as has been stated before is obviously the case to being applying percentage damage to the enemy. If you do not see the nerf, let me break it to you again:
- Resistance nerfed (as heavy Expose users - which is their mechanic), because STR has massive HP.
- HP will drop between 95-50% throughout tiers, means 95%-50% less Expose-damage.
- Massive HP was their ONLY reason to nerf Resistance, now that's gone.
- Equals another nerf to Expose, because it is mainly applying in raids not in arena (hard numbers, because raids have high HP)
Bottom line is:
I was promised a team that's really stron (as hero champions should be). I spent months and a couple of bucks (which I dont usually do) to actually "buy" her the first time around.
I paid -and even if that's just 1 Cent- for a product with a certain promise from influencers and CG itself. That product gets nerfed because it is outperforming out of CG's own willingness to make it outperform others.
After realizing that the product "Sithraid" has too much HP, they finally reduce it, which basically reduces damage output by the same amount again. (direct hp correlation).
Thus: direct nerf of Expose and indirect nerf of Expose. Thus making the aforementioned product perfom again closer to non-heroic products with the actual adjustment reason basically gone.