i had originally wanted to write a wrap up for 2019 a nice good and bad list of things i personally felt and get insights from the community as a whole on it. instead im here writing about the death of beast forms.
!!! TLDR is nerfing animal players for being overpowered when other skills clearly outclass them makes me feel as though you dont want players using thees skills. fix the warden stun traps by removing the chance to make an extra trap mod. and if your thinking this is just the ravings of some butt hurt player... well maybe your right. but if so at least read on to see where I'm coming from
lets start by saying i <3 <3 <3 <3 beast forms and have been an avid animal player for well over a year now running almost every form through GK i have earned some room to talk about them in my opinion and can offer insight to players that until lately the pros outweighed the cons if you too wanted to be fluffy and cute. however i don't feel this is true anymore.
lets just start with the hardships that we all agree to take on when playing an animal form, you give up certain NPCs and skills. while not having hands, certain materials like wood and milk and also significantly more difficult to acquire. minor but worth noting your fashion/appearance is pretty bland, unable to use dyes on the few animal pieces of gear that do exists* (certain exceptions such as lycan armor). thees are what we originally gave up[ to enjoy a unique skill and access to animal town. however the list of what we miss out on is growing. a prime example of fae mollusk slime a material needed for endgame players seeking cloth but so rare and annoying that player do not gather and sell it and animal players are unable to gather themselves without WOP's or illusions. all this can be worked around sure, money and friends can still help you but this inst even the biggest issue to me. what has lead me to finally write a post on the forums in an attempt to reach the people who need to see it is this. Stop Nerfing Animals
lycan a permanent choice always felt the best to me, you gave up the most but were clearly among the strongest animal players by maxing this skill out.it felt like a fair trade to me every month i have to participate in the wolf quest or suffer a sense of weakness for a month until the next chance. i had been blissfully enjoying being one of the top dogs for awhile. though even geared and rerolled , min maxed with potions WOPs, booze, i stood no chance of coming close to to the top dps on many of world bosses or events that were held. its simply not a there. yet rather than looking at the consistent top "overpowered skills" managing to always stay at the top of those list and consider nerfing them or looking at the players who could survive tanking zuke indefinitely and not rely on others for healing, you neutered puppers. whatever your reasons may be the 9k epic combo was too strong or something sure... ok fair enough... if other skills couldn't do the same >.> skulk bite... overpowered right? what was the cd needed to pull off that combo? for 9k aoe damage right? do you think fire/bc/druid/ice/bard could also do the same amount of aoe damage in that time? pretty sure the only difference was skulk bite made one big number versus 3 smaller numbers (or several in case of bard). but then again this is old news so lets move on
Warden, god damn you guys did good with this skill! from the quest, the secret grotto, all the way down to the synergies! sure it was abit buggy and things didn't come out perfect but hey, you live and learn right... right? well apparently i guess those of us who maxed out stun traps hurt everyone's feeling we made things look too easy and *dramatic music* we were OP PLS NERF OMG... yea.. the stun traps were strong . fully modded the rivaled an epic attack i have screenshots to confirm this. but 4 nerfs...4? i mean 1 is redundant. increasing the cool down. this is just kinda kicking a dead horse you can't stack them. or use them in combat anymore not without a tank. but here's the kicker imo it wasn't OP because of the damage. it was OP cause it could drop multiple traps. let me try and explain my view. to be overpowered it would have to be significantly out of balance with other skills right? its not in that regard lets be extra generous with some quick math, fully modded 7 mods plus base damage mods + fairy gear+ pots + booze + all the white treasure effect you could throw on lets say 3500 per trap, for fairness sake lets say you always hit 3 traps every 14 seconds you never fail 10500 damage per 14 seconds that's about 257 time an hour ( 3600 seconds in an hour divided by 14) run the math and... (257*10500) / 3600 = 749.5 DPS of a single skill great now lets pick something fair to compared this too. how about fire breath another aoe single skill with similar cd, 12 seconds or 15 when modded throw in our mods 6 fire breath mods + base damage mods + fire orbs staff and fiery mask + potions + booze and were looking at... 3800 (this does not count any indirect fire damage bonuses you could also throw in) per 15 seconds. runs the math again (240*3700) / 3600 = 246.6 DPS again in an aoe and in single skill that's some serious difference! unless... you just get rid of the multiple rune mods... (257*3500)/3600 = 249.86 ... much closer numbers! a better solution if i say so myself! but ummm that's not what happened. instead were looking at this measly (180*4000) / 3600 = 200 dps and this IS ASSUMING YOU ALWAYS GET 3 STUNS TRAPS while not getting interrupted in your 2 second cast.
right sorry if it came off like a rant im just very passionate about the warden skill and animal forms . i really believe in Project gorgon and look forward to see whats in store for us all next.
Happy Ri-Shin
Teloch