Showing Posts For Stardrinker.9402:
The ONLY reason Dancing Dagger was doing high damage (and burst) was because it had the ability to bounce to the same target twice. When there’s 2 people next to each other and no-one else, that’s the only time when Dancing Dagger will out damage other abilities. Against 1 target, any ability designed to be primarily a damage ability will be better, and no, Dancing Dagger did not do anywhere near as much damage as a backstab. Against 3-4 targets, Clusterbomb does more.
The only change this skill needed was to remove its ability to bounce to a target that it’s already hit. Instead, they decided to just nerf the damage (50%!?!), I’d say because it was easier than changing the mechanic of the skill.
This is sort of alarming because it shows that ANet isn’t willing to put effort into balancing the game properly and will make do with simple band-aid fixes and leave it at that.
(edited by Stardrinker.9402)
While I appreciate that you’re being more vocal about the DR issues and are willing to make changes, I feel that the DR system is the wrong type of system to be using since it will always affect players before (if ever) it will affect bots.
The advantage that bots have over players is they are able to perform simple tasks over a long period of time, much longer than any human can stay awake for or have the patience for.
The advantage players have over bots is that they are able to do complex tasks and do it faster and more efficiently, but they have limits like having to sleep, eat, boredom.
The DR system is basically having the opposite effect of what you’re aiming for.