The Inferno would become slightly harder.
The Inferno would become SIGNIFICANTLY harder* FTFY.
We're talking about a ~20% DPS nerf. The Inferno is already an extremely challenging and punishing minigame. Almost every player finishes their first successful run with basically no brews/restores left. Making people stretch their supplies even further is a horrible idea.
If the Blowpipe is dealing less damage, then monsters are taking longer to die. This would become a problem when reaching TzKal-Zukm, as taking down the Jal-MejJak’s quickly is very beneficial. There were also concerns raised about the increased difficulty of defeating sets of Jal-Xil and Jal-Zek during the TzKal-Zuk phase, and that the triple JalTok-Jads taking longer to kill.
Okay so you guys acknowledge that it is significantly harder. So you'd be willing to nerf the mobs defence & hitpoints so it's roughly the same difficulty, right?
It was suggested that we could reduce the stats of affected creatures accordingly. But again, applying this kind of change across the entire game is something we’d like to avoid.
However, we can certainly look case-by-case and adjust bosses and creatures where necessary.
Inferno is a piece of content that MUST be rebalanced around a post-nerf blowpipe. If you do not rebalance, more and more players will turn to the services market and buy their infernal cape via GP or IRL money.
In this blog we've not said how much of a DPS loss it'd be, and the DPS loss against various creatures depends on the creature itself.
Our previous proposals did make it clear that the DPS loss was going to be significant against tanky creatures (like Jads) or when using lower-tier darts.
We did admit in this blog that the previous proposal was so flawed because it was such a drastic DPS loss, and unless you had a T-bow there wasn't really another alternative. The blowpipe would have remained the go-to weapon, but it'd be worse.
This blog has a survey which asks you about how you'd want us to go about filling this DPS-loss void.
The biggest factor for making the Inferno harder is the sets during Zuk where only having a limited time to deal DPS means just barely missing becomes more frequent and matters a lot more - and we may want to look at making tweaks specifically to those situations if necessary.
But we're more interested in just hearing your thoughts about the current Ranged meta at this moment in time. Your comment was really useful, and we'd love it if you could take the survey!