I have read that people are in an uproar about someone calling for divinity nerfs but the fact is that it has had a strangle hold on void and other debuff sources and for me as a lover of variety and also admittedly the only divinity owner in my clan I think a rework would be nice NOT a nerf because that is a copout.
So what I suggest is to remove divinity's debuff but leave the crit spot cage additionaly buff the cages up time so the div user can swap more and buff divinity's damage to compensate for the lack of debuff and to give it more versatility.
PS: I know who was calling for the nerfs now
-
Holy -blam!-. This is like the SBMM discussion all over again
-
Only suggestion I've seen thats reasonable is lower the crit multiplier on the Div bubble but allow the bosses actual crit spot to retain its original multiplier. So you can choose between safer, lower DPS or go for the fat damage by aiming for the actual crit.
-
I think that the large crit spot is the biggest issue. It makes it so you don't have to aim. Which in a game literally all about shooting aliens - I feel that aiming is a huge part. I personal think that Div is such a pain in the balls to acquire that it should be a good option - but it’s so easy to use that it shouldn’t be the BEST option. I think Div has many benefits for the casual community. I do think that Div is way to powerful & also super easy to use - putting it into a position that makes it dominating. I think in a perfect world Div would be an option to help lower skilled users struggling to get through PvE endgame, but a skilled team could out do it by using other buffs/debuffs & landing skilled shots. I think the main issue (even without Div) is that in the PvE endgame - raids & dungeons have become way too easy once you get above the recommended power level. In most of these raid encounters you don’t even need every player to know what is going on &/or do anything. 3 out of the 4 encounters in VotD 2-3 players can do nothing besides kill ads & shot the big blue orb until the boss is dead. 2-3 player don’t have to do any mechanics to make the encounter progress/complete - that is way too easy. What I would like to see happen - -Divinity gets an appropriate tuning to put it in a better place - not completely nerf’d & useless to lower skilled teams, but not THE BEST + THE EASIEST. -Other buffs/debuffs get tuned to put them in a better place to compete with Div. Going down this ave. allows for higher damage output, but requires more work/skill. (This method shouldn’t be mandatory to complete the encounter - just more efficient) -Skilled play & landing shots gets rewarded -Since Div isn’t mandatory- we can tune bosses to have lower health pools & be more forgiving to a member of the fireteam missing a shot here & there. -Endgame content (raids/dungeons) are capped at the recommended power level ( Users can’t be higher power level than the content ) -Rewards value for raids improve -Rewards for Master tier content improved to incentivize users to go for a harder challenge. -Make the raid/dungeons weapons & armor aid the user to make the raids easier. This use to be how the loot in the raids worked in D1. The weapons did more damage to enemies in the raids & the armor had perks that helped you survive in the raids.