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Showing content with the highest reputation on 01/26/16 in all areas

  1. Seriously - that's way too much. Nobody complained that ciphers are too strong or something like that. I mean nobody whom we should take serious. brindle88 with his "Amplified Wave is god mode lol" is gone - so we can all agree that this WAS a balanced class. If you listen to brindle88 you also have to nerf rogues. Lets nerf Sneak Attack so that is does -50% damage instead of +50% and you have to cause an affliction in order to avoid that... Sounds stupid? Well so does 10 focus * cipher power level... And I'm not even a big cipher fan and normally don't rant - but this time I could make an exception. Really I just can't stop... 70 focus? I think I'll get a stroke. No wait - that will cost me too much focus...
    1 point
  2. You can't be serious about the cipher nerf. I mean it - you just can't.
    1 point
  3. Constant and Veteran's Recovery reduced from base 90s to base 45s duration Constant recovery was close to irrelevant at high levels already due to the lack of scaling. With the level cap increase this seems like a further, unwarranted nerf. As it is, it's already straight up worse than active healing abilities because you can't really control when it's used, so some of the ticks are often wasted; furthermore, a 45s base duration means that the total amount of the heal is now 45 endurance, tops, while Veteran Recovery now heals for 30. That's quite unimpressive compared to most healing abilities. I get that with the change to athletics they might prove redundant, but why don't you guys just remove them already and give fighters something worthwhile instead of just crippling it into uselessness? Also, is there a reason an ability with a set duration (and one that gets shorter ad shorter, it seems ) is still called Constant Recovery? The rest of the changes look good. Aside from that, I've been wanting to play a pig fighter watcher for awhile, so I'm glad that they're getting a melee attack :D
    1 point
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