Originally posted by
Madness_Reigns
Why did you push this combat rebalance to the main game if you had any intention of releasing a combat beta world, if this was really something you were still intent on gathering feedback on? The new haunt mechanic just kills the flow of the skill. It feels clunky and casts again just as the ghost is about to die. Now there's another mechanic to take account of as if the screen wasn't cluttered enough.
Coupled with the fact that the other skills are still at their 2012 level of refinement while we had a taste of what a smooth, modern combat skill would feel like, it just killed my motivation to play. I might not log in again until we know the changes are permanent.
We needed to make these changes sooner rather than later. We've had feedback on an imbalance around Necromancy at the top-end for a good while now, and we didn't want to hold addressing that up any further.
By having these in Live, we can make more timely changes - and we have further refinements based on initial feedback already planned for next week (which we'll share news on very soon).
The Combat Beta is about testing the many of the modern approaches to EOC introduced with Necromancy to the original three styles and getting those right. That process may take time, and we didn't want fixing the top-end balance in the interim tied to that development work.