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Our fastest time running Legendary DUA is 22 mins with x1 CC, x2 Rifle DPS, and x1 Skill Mortar DPS. at our absolute best, it still takes us 22 mins to clear this content..

 

CC is the heart and soul to a Legendary mission, they basically control the flow of the run, with well timed blinds, jammers, foam entrapment and ensuring the right priority enemies are blinded at the right moments for the dps to pop up and do their thing without getting melted in a few shots is a skill and requires time investment and practice to perfect. it still takes a very well coordinated team with this structure to get through a run in sub 30 mins, why they think people playing a dedicated role and actually working as a team trivializes the content doesn't make much sense to me at all..

 

the only reason i can come up with is that Massive loves diversity and doesn't like when people migrate to meta's or the most efficient way to play their game and design, its been a repeat offense since day 1 here, the moment something gain popularity, it gets changed. why can't you just accept the fact that meta's will always exist, and if people are happy with it, why fix what's not broke? i've seen teams who follow the same structure as i mentioned above and still take over 1 hour 30 mins to finish a run, builds aren't everything, player smarts and team synergy go a long way in legendary content, and its annoying to see CC/Status get nerfed for the same reason as everything else that has, it became popular..

 

first they fix the hive reset bug to allow faster switching of skills which is much needed in legendary content, and now this? getting real tired of these wack ass decisions all the time..

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over 4 years ago - /u/Ubi-RealDude - Direct link

I've definitely seen that the Phase 2 status changes have had a staggeringly negative impact on CC/Damage (Damaging Status Effect) builds - to the point of Bleed/Burn setups basically no longer being a viable option in Heroic+.

Which yes, reduces overall build possibilities in Heroic+ content and ruins the fun for those builds. This also makes a hard cutoff for Bleed/Burn builds at Challenging, since they'll take a huge hit the moment they bump up to Heroic.

However - from what I've seen the pure CC Status builds that focus on Disorient, Blind, etc. aren't as impacted at the higher end. Optimized Control builds shouldn't be as impacted by this change as damage status or mid-quality Control builds (again, all this is based on what's been shared with me so far).

That's not to say the change is perfect... but it might be a step in a positive direction to make Heroic+ more demanding of higher-quality builds and more coordinated communication among groups. We'll have to continue to see how the different status build directions are impacted by the changes.

over 4 years ago - /u/Ubi-RealDude - Direct link

Originally posted by SquiblyMcDuck

but thats what im trying to say, you can put the same builds we used for our 22 min run into the hands of the inexperienced and they'll fail every time, just because we can run DUA legendary in 22 mins doesn't mean anyone can using these builds, we already have needed to formulate strategies and communicate heavily when we were figuring out how to be efficient in our runs, now its just become natural for us, but it required hard work to get to this point, i just don't see it neccessary to make this change, it just seems like every time something gets used too much or by a majority, you guys flip the game on its head and say "nope", if this keeps happening every time, people will just keep moving onto the next best tactic/strategy and then what? its just an endless cycle of this nonsense, there's always going to be a meta, you guys just have to figure out where its going to stay because this constant need to always change things is getting super tiring when it feels fine exactly how it is, you can't keep going off purely data from players, because most players don't really know what they're doing if im being brutally honest.. and then you're changing the game based on false data or data that isn't entirely accurate. i mean..if you guys would just test your game yourselves, relying solely on players for data/feedback is the reason why this game has been a rollercoaster of decisions which most don't make any sense to do..

It is... tough because this is a test-change made with the explicit purpose of making Heroic+ harder, which I can understand doesn't make the Heroic+ content feel better for anyone playing it.

Looking around at the feedback even within the first hours, it's pretty plain to see that it's a highly contentious change. Especially when considering status/damage builds like I originally mentioned.

I think an important question to consider is does this hypothetical change actively turn CC builds into dead-weight/lost potential, better to be replaced by another DPS setup or something else? Or does it make them less dominant on the field; less likely to be the single most impactful presence on the team?

Finding that middle ground is difficult, for sure, but important.

over 4 years ago - /u/Ubi-RealDude - Direct link

Originally posted by xcel30

It just means that in case you didn't know, bleed is useless, that also implies that anything that has bleed involved is useless, such is the case of the OD gear set, it got a reworked backpack trying to fix bleed but still failed. Now you hit it with this instead making the undepowered gear set a f**king joke instead. I have spent an entire year trying to bring the issues with bleed damage to light and posted so much feedback pointing towards that in the PTS forums only to get double nerfed. I don't think the devs really care about the feedback

Yes, the back-to-back direct and indirect nerfs to Bleed builds/the Ongoing Directive set have not been lost on me, particularly when it comes to Heroic+ content. It is a frustration that I am actively passing along to the team along with other topics in this thread.