Originally Posted by
Khaylara
Detailing what I meant, hope I can translate my thoughts better this time. It's an older problem which will get worse when a group is limited to 6. Again, I like the lower group size and the loot lock. Please remember I said that:P
Now the thing is archers are horribly OP atm, it's not only about hook shot. It's the need for dps only (and some heals). There is no need already for tank or utility builds. Example cause Silvonis asked-Khaylara is fire+staff atm. Fire is inefficient in GK and staff...3 archers in group and I don't even have time to reach the mob and it's dead. My purpose as a tank/cc is gone. Why would I play that build when I can do archer+psych again and demolish everything. I reported the OP aspect already on Archery+Psychology and Archery+Mentalism. Since the balance is nonexistent, all you need is a group of 6 archers with druid or ment as secondary and you literally have no need for any other build.
The problem I see is pretty obvious really if you check the logs for the groups that are most successful in GK (hence my sword+ment and archery comment). I don't see a place there for AH, necromancy, UA, staff...honestly if you have only 6 slots in a group what would you take? Bunch of dps builds who wipe everything within seconds or you'll take the painful way with a bunch of staff, ice magic etc players? i believe that the lack of need for tanking or utility (or even dedicated healer) will force us to "clone" few successful builds and we continue the vicious cycle of zergs.
Bottom line is right now all that's needed in a group is raw dps (archery being the most OP skill atm, crits of 10k+ are really insane). That will become more obvious when the group size is smaller. I think that needs to be worked on so hybrid utility, tanks or healer builds are needed aswell.
My suggestions
-reconsider the +140 crit mods on archery, ment and psychology (more bluntly put nerf those mods and before anyone starts to flame, I have all the 3 skills i want nerfed)
-lower either the difficulty of the elites or the size of the groups they spawn in.
-introduce more "must have" abilities (like the knockbacks in Lab), mobs become vulnerable only if stunned/knocked back/asked about their mothers or whatever else. Please look at the overall picture: increase the mobs stats...what does that translate into in term of group members? You guessed...dps.
!Aedorn...Aws I'm guessing? I can't tell who it is but if so, yes, I believe you made that comment and it's accurate. And archery+psych/ment/druid is not OP only in GK, it applies to most mobs. Since I tried those myself I can say there's no comparison. Fire is supposed to be higher dps than archery and it's not. Strangely fire doesn't even work too well on frozen land mobs (you'd think the opposite would be true...). Someone who plays archer mentioned a 16 k crit today and I believe him, i saw him almost 1 shotting an elite in GK. That's not balance and there's no need for like my UA+ment build there for example...the only point for it would be the massive damage i do with mentalism. Again, dps and more dps. I am quite curious to try GK with a group of 6 with no archer or just one archer. I have a feeling that's gonna be a short adventure xD
I am curious what others think, people who play hammer, staff, shield, animals, AH, necromancy etc, do you see any need (actual need not "let's tag along with guildies") for your builds at level 70 in a group of 6?
I realize most disagree with what I said, my point is groups should not need only DPS players. And atm that's the situation, made worse by increasing elites's stats and by (in the near future) reducing the group size.