Elkad posted:
The caster damage boost isn't the issue. Everyone got a damage boost, and templates improved as well (no more resist holes, AF bonus, overcapped resists) to mitigate some of it.
The issue is casters having unlimited power. Super damage output followed by running for your life while you waited to hit MCL was fine. Now you can cast hundreds of nukes nonstop.
The caster damage boost isn't the issue. Everyone got a damage boost, and templates improved as well (no more resist holes, AF bonus, overcapped resists) to mitigate some of it.
The issue is casters having unlimited power. Super damage output followed by running for your life while you waited to hit MCL was fine. Now you can cast hundreds of nukes nonstop.
Getting a little off topic here, but...
Yes, part of the issue is unlimited power. However, even at the start of TOA and trying to fit in all the toys, it was pretty easy to get good solid resists with only a couple of holes for uncommom damage types, and get right around 200 hits and good damage/range/speed/pierce in a caster template. I ran Tarts, GoV, EC, Scalars, Jacinas on my sorc for a long time, and I had that together within a few months after TOA opened. This was pretty much the defacto standard caster template about 6 months after TOA came out. Only when they changed the epic and crafted armors and added the champ staffs in, did templates start to get better, and generally that was only to add +hits and shore up resists.
Melee templates have not really changed a great deal other than picking up additional utility with ML10 item procs, and charges. Only the uncommon damage types resists have gone up. Melee DPS really hasnt increased that much either, but weapon procs have, which as a side result has boosted melee DPS. But its still wildly dependent on a RNG to determine its damage. Ever hit a caster for 100 one swing, then 250 the next, with the same style? Casters generally have much tighter damage variance.
Overcapped resists do nothing. AF bonus vs. a caster means nothing. AF bonus on a caster vs. melee means nothing. The only thing that has increased is templated +hits for casters,and the minor resists have improved for both tanks and casters.
I am looking at this from a 8v8 stand point, caster vs tank. Melee on melee templates have gotten much better over the years, mostly adding armor procs and items with enough utility to make it possible to cap out +shield and +parry in templates, but those skills do nothing against casters...
This game is built for casters with siege and zergs. Tanks get the short of the stick, and have for a long time. Armor procs are useful when its caster vs tank,or tank vs tank, but tank vs caster, procs do nothing. The only item to ever approach being an anti caster proc was Eirene's Hauberk, with the damage conversion proc. But its incredibly broken.
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