Pitch forks aside, this is honestly a really good change. Many of you think it's unfair because Hunters are getting their old damage back, but let's think critically here for a moment:
Most DPS phases in this game range from 30-45 seconds at most, and even if the super regen is insane right now, it's not enough to overcome the issue of that time gate. There are only three areas where I think this bug is making a significant DPS difference, and that's:
1) Corrupted Puppeteer. 2 min damage phase where we're going from 2-3 Goldies, to 4-5. Four being the realistic number in a real weapon rotation and not purely spamming Outbreak (which is also a DPS loss overall).
2) Witness and Oryx. Haven't tried it, but that DPS phase is longer than most so maybe 2 Goldies is possible.
3) Solo and low man efforts. IE, Explicator's gated HP pool can be controlled and manipulated better in solo efforts, so I can imagine meeting the three phase DPS check for solo is significantly less effort now with double Goldie spam. And with the potential extra Goldie shot, solo Witness' final stand may be possible again with the missing burst lost from the nerfs.
But after analyzing those three "problems", is there really that big of a deal? At the end of the day, landing multiple precision Golden Guns is a high skill ceiling in challenging content, and a miss is super punishing. Giving Hunters more shots for this is a great way to balance the game; now you achieve the roaming super benefit you want (using supers more liberally for add clear), and you give Hunters the damage capability with a much higher skill requirement to perform in a long DPS phase.
Titans and Warlocks are doing fine with their kits, for significant less variable in skill shots. So this is fine: if you land 4 Goldie crits on a boss, it's fair for you to be top DPS over the Titan who lands 2 Tcrashes. The amount of risk involved and the overall lack of team support Hunter brings can be the balance needed, so long as you make raid content that punishes the "bring more DPS subclasses" approach like Corrupted did on contest.
This isn't game breaking; it's an opportunity for balance and to provide Hunters more team viability that was lost with Still Hunt nerfs. [b]Add a bigger nerf to Golden Gun damage while standing in Well of Radiance and lower the non precision damage, and this is a great balance opportunity for Hunter DPS[/b].
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Edited by Bore: 11/21/2024 3:16:36 PMThe buff to roaming supers was not applied to celestial Golden gun. [quote]Arc Staff, Golden Gun, Spectral Blades, Silkstrike Increased Super energy gains per damage event against PvE combatants by roughly 3x. Increased damage against Champions by 30-55% depending on Super. Note: This change excludes the Celestial Nighthawk Golden Gun variant[/quote]