I can see purges as part of some mechanics on some bosses as something to specifically deal with, not innate purges on all bosses in the game like suggested seemingly.
tbh the original idea was simply something which I was wondering about.
I think it’s important for defensive cds to be useful and desireable, but their current strength effectively negates the healer role. I was thinking about systems which already exist within the game that might impact that, I wasn’t really thinking about how it would work in practice
Sorry but that is just plain wrong. I have been using an AR since launch, and a KSR (which was ingame since launch in Agartha caches) since early September after launch, and back in those days AR was probably the most gimped weapon of them all, not even comparable with hammer/fist “bomb” builds and way behind pistols, shotgun and blood (just to name some). Only after Incendiary Grenade rework it became viable and strong.
At the beginning KSR was not even considered a good dps increase as people found it “did not add any dps”, and only when we reached a high energy regeneration by gear and crit rating it became BIS. I used it anyway becouse without it AR was simply not fun to play (ever tried to play the grenades gimmik without a KSR ?).
Then the end game proved it to be very strong and Nemain signet made it even stronger, but that’s another story …
Actually, KSR is only the king now because of how bursty all the fights are. As far as it goes for a few sustained fights left in the game (like OD high waves), High-Yield or the rifle of the Sworn Revenge actually outparse KSR, and MIRV launcher outparses KSR on single target big bosses like event bosses (super Hel - big boss, long-enough 2min+ fight). It comes down to you using fillers while cooking grenades with regular rifles, vs using fillers when being out of energy with KSRs, which ends up being quite similar, except KSR offers no other damage boosts.
In the same fashion, i’ve seen 60k, up to 70k DPS on Super Hel out of an Irregularity Architect chaos DPS build, because of how all the singularities were able to hit the boss consistently. It’s pretty ridiculous. My highest with MIRV/Shunt was 67k. Kind of sad there’s no more contents in the game atm that promote slower fights (but hey, the Tank Commander being a long fight now, it’s the path in the right direction!).
I get the sentiment but this is another band-aid suggestion to fix an underlying issue with content design and scaling. There is no quick and easy fix to the sustain tanking “problem”. If the developers want to accommodate healers, they will need to rebalance content, from both an overall scaling perspective and on an encounter to encounter basis.
KSR came from the Agarthan Cache, which was the first cache that was introduced to the game in August 1st 2017. It was the (not) global AoE buff in October 2017 that gave AR a significant push, then KSR got more viable as players started getting higher level gear (more energy, shorter fights).
The Nemain was probably the biggest mess up in terms of weapon balance regarding the AR. Before the Nemain, AR wasn’t that far away from Hammer.
You are misinterpreting the concept of energy value. Getting high value out of energy means there’s a big gap between the damage output of a weapons basic and power ability (mainly due to differences of speciality mechanics). The energy value is a guideline for your gear choices for a weapon, where you would decide between flat damage bonuses vs extra energy generation. It doesn’t tell much about how strong a weapon is in the end. Blood or Pistols get very little benefit out of energy but they are still better than more energy efficient weapons like Elementalism or Fists.
Thank you. I wanted to run synthetic test myself but my gear is too unequal. Can you please do same test without offhand? I am just curious what pure comparison will show.
Yeah, since reddit. That issue is raised again and again just shows how broken it looks to new players.
I guess that giving shotgun some defensive heals and just dropping the trinity idea would work too
This isn’t necessary - both builds use Blaze. The hammer build uses Shunt with Mjolnirs, but i’ve got a Maul/Inverter build simmed which parses only very slightly below Maul/Shunt. The difference between a KSR/Inverter and a Maul/Inverter can go from 15% to 16% or something like that. No need to remove a variable that is virtually “a constant” in a comparison on both sides.
Yes. I have High-Yield since before break and tried to play it but switched to KSR as soon as got it. Most annoying part about common AR is its gimmick - timer. It is ok on dummy but while my timer is running boss changes phase (HE2) and grenade is wasted. Or simply canceled like when Melo standing up (Ankh6). That delay makes it unfun even in openworld. Common mobs are killed much faster with other abilities.
About rest of your text: yes, i probably have mixed memories with Incendiary Grenade rework.
My main problem with SG is that reload takes GCD. But you can read all about it and other things in some thread on forum where we discuss SG.
PS: SG has whole concept of defensive heals. Its passives heal you on glance. But that is too rng.
Thank you.