They need to remove meter gain during DR and add another atropine potion that gives less dmg but lasts longer for sustain dps classes. That should not narrow the gap between sustain and burst classes.
I think the idea of another type of atro could be interesting, but at the same time if it had the same use limit and cooldown, It wouldn't really be that much of a different unless it lasted longer to the point they would had put out more damage in the longer frame than they could in the short frame. Though the removal of meter vs DR I think would not be good, because now those players are getting punished with really nothing in return. And well, it's still a team based game so you're only hurting the entire party or raid with something like that for the sake of a mvp screen flex. Gaining full resources during DR stuff is more of a symptom of their boss mechanics design, which is changing some up post brel. We just currently have the high amount of DR content right now in our version. Also with reworks and new classes, the gap is getting smaller because these. Examples being Arcana and Glavier which I'll be going over in my next video about the overall balance design. (But this ez cheapo broke person who can't afford spec gear stigma probably won't go away.)
But like why do people want sustained atro? Just to get mvp? U get mvp by your gear in normal content and in inferno atro is king with sustained classes. The only atro usage in normal content I understand is skipping but even in skip lobbies sustained has a job, to deal dps while everyone else is waiting for that last bar or two
So that was the mobalytics one, but since then they have changed some mechanics. Though I don't think old G2/G3 got much changes. And I'm gonna be honest, I haven't done vykas really post nerf. I actually can't find one for post nerf ones. But if you got look up at the lost ark reddit (Boss Name) Cheatsheet. You will find stuff like this www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F21vspbz8zda91.jpg but keep in mind that G1 is gone outside of infernal and there is some changes. Granted they just made things easier. For example the 120 mech in G2 says to count wings, but now they just glow red/purple or stay black and you don't have to wing count. Looks like someone named Fujio put out a video titled " [LostArk] How Smilgate Nerfed Vykas" that goes over the nerfs and changes.
thats why they are making raids more of a combat style instead of mech style since spec crit and swift classes generally perform the same in terms of damage over time spec classes tend to eat the damage windows alone making swift and crit classes unable to compete up to brel spec is dominant after that swift and crit classes can perform but are harder to play since spec classes can chill between burst swiftness classes don't have the luxory of chilling but at least the gap won't be as insane the general idea though even if spec is dominant is to play what you want to play every class has options to do different stuff to adjust to a preferred playstyle even hunger reaper can go heavy into spec rage hammer can also go heavy into spec it's not optimal but they can so basically pick the class you like pick the playstyle you like and make it work unless your goal is to spend 100k$ to max out a character then you shouldn't really worry about what is optimal or best
I'm still a fan of playing what you like and having fun, that's why I still have a Swift TTH GS. But I know there are always going to be people who are concerned about more things like the theoretical damage ceilings and it's pretty common to find reddit threads of a theme of "What won't I get Gatekept on" kind of stuff. But yeah, I wanted to talk about some of the stigmas and common things people have when it comes to these topics of burst vs consistent and the stats. You say swift is harder, but your average redditor will go keyboard warrior on you saying that it's just mash buttons. There's just a lot of biased going on and I wanted to put out flat things to think about that could affect someones choice and why.
@@Jukwol i've heard the argument that surge blade is harder than RE a thousand times meanwhile surge is the starter build for Blade since RE is unplayable without wealths and tripods surge only requires you to hit the surge back attack while RE requires you to hit Blitz rush Soul absorber and surge in the back and more often Surge can fully stack with filler abilities not even worrying about back attacks and can just fish for the back attack surge is more annoying to play once you overgear bosses like vykas to a disgusting amount and you can't stack it before the boss phases but that does not make it harder that just makes it suffering from success swiftness and constant dps classes are harder to play because they demand very high uptime spec classes can be considered harder by some because you have to choose your opportunities and if you choose wrong your damage is gone but being bad at the game does not make the class harder to play
Burst and entropy class sucks except for GL, in kayengel the dps window is so short the boss move a lot it's crazy, my friend sorc with a lvl 10 gem loses to a scrapper with a lvl 7 gem and my db surge can't do back attack barely doing any dps because of that.
The burst window is a bit of a tough one. People often don't recommend burst classes for learning/prog for that reason. I know there are players like Saint who had/have multiple builds for those situations. But yeah, that makes consistent classes all the more appealing for some people who don't have to worry about something like that. Burst really shines on farm content especially, but I couldn't imagine trying to hit double doomsday or akir on g2 lol. Sounds awful, I suffer enough already just on emperors evokes timers in these fights.
Well, GL is still like a 50/50 support damage. It's brought into parties so back attackers have an easier time/synergy. It still brings a lot of value so it's always a valuable choice to pick up/have around.
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They need to remove meter gain during DR and add another atropine potion that gives less dmg but lasts longer for sustain dps classes. That should not narrow the gap between sustain and burst classes.
I think the idea of another type of atro could be interesting, but at the same time if it had the same use limit and cooldown, It wouldn't really be that much of a different unless it lasted longer to the point they would had put out more damage in the longer frame than they could in the short frame.
Though the removal of meter vs DR I think would not be good, because now those players are getting punished with really nothing in return. And well, it's still a team based game so you're only hurting the entire party or raid with something like that for the sake of a mvp screen flex.
Gaining full resources during DR stuff is more of a symptom of their boss mechanics design, which is changing some up post brel. We just currently have the high amount of DR content right now in our version. Also with reworks and new classes, the gap is getting smaller because these. Examples being Arcana and Glavier which I'll be going over in my next video about the overall balance design. (But this ez cheapo broke person who can't afford spec gear stigma probably won't go away.)
But like why do people want sustained atro? Just to get mvp? U get mvp by your gear in normal content and in inferno atro is king with sustained classes.
The only atro usage in normal content I understand is skipping but even in skip lobbies sustained has a job, to deal dps while everyone else is waiting for that last bar or two
How can I see cheat sheet like in 4:52 ? I'm a newbie.
So that was the mobalytics one, but since then they have changed some mechanics. Though I don't think old G2/G3 got much changes. And I'm gonna be honest, I haven't done vykas really post nerf. I actually can't find one for post nerf ones. But if you got look up at the lost ark reddit (Boss Name) Cheatsheet. You will find stuff like this www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F21vspbz8zda91.jpg but keep in mind that G1 is gone outside of infernal and there is some changes. Granted they just made things easier. For example the 120 mech in G2 says to count wings, but now they just glow red/purple or stay black and you don't have to wing count.
Looks like someone named Fujio put out a video titled " [LostArk] How Smilgate Nerfed Vykas" that goes over the nerfs and changes.
thats why they are making raids more of a combat style instead of mech style
since spec crit and swift classes generally perform the same in terms of damage over time
spec classes tend to eat the damage windows alone making swift and crit classes unable to compete
up to brel spec is dominant
after that swift and crit classes can perform but are harder to play
since spec classes can chill between burst
swiftness classes don't have the luxory of chilling
but at least the gap won't be as insane
the general idea though even if spec is dominant is to play what you want to play
every class has options to do different stuff to adjust to a preferred playstyle
even hunger reaper can go heavy into spec
rage hammer can also go heavy into spec
it's not optimal but they can
so basically pick the class you like
pick the playstyle you like
and make it work
unless your goal is to spend 100k$ to max out a character then you shouldn't really worry about what is optimal or best
I'm still a fan of playing what you like and having fun, that's why I still have a Swift TTH GS. But I know there are always going to be people who are concerned about more things like the theoretical damage ceilings and it's pretty common to find reddit threads of a theme of "What won't I get Gatekept on" kind of stuff.
But yeah, I wanted to talk about some of the stigmas and common things people have when it comes to these topics of burst vs consistent and the stats. You say swift is harder, but your average redditor will go keyboard warrior on you saying that it's just mash buttons. There's just a lot of biased going on and I wanted to put out flat things to think about that could affect someones choice and why.
@@Jukwol i've heard the argument that surge blade is harder than RE a thousand times meanwhile surge is the starter build for Blade since RE is unplayable without wealths and tripods
surge only requires you to hit the surge back attack while RE requires you to hit Blitz rush Soul absorber and surge in the back and more often
Surge can fully stack with filler abilities not even worrying about back attacks and can just fish for the back attack
surge is more annoying to play once you overgear bosses like vykas to a disgusting amount and you can't stack it before the boss phases
but that does not make it harder
that just makes it suffering from success
swiftness and constant dps classes are harder to play because they demand very high uptime
spec classes can be considered harder by some because you have to choose your opportunities and if you choose wrong your damage is gone
but being bad at the game does not make the class harder to play
Burst and entropy class sucks except for GL, in kayengel the dps window is so short the boss move a lot it's crazy, my friend sorc with a lvl 10 gem loses to a scrapper with a lvl 7 gem and my db surge can't do back attack barely doing any dps because of that.
The burst window is a bit of a tough one. People often don't recommend burst classes for learning/prog for that reason. I know there are players like Saint who had/have multiple builds for those situations. But yeah, that makes consistent classes all the more appealing for some people who don't have to worry about something like that. Burst really shines on farm content especially, but I couldn't imagine trying to hit double doomsday or akir on g2 lol. Sounds awful, I suffer enough already just on emperors evokes timers in these fights.
Gl spec, dmg still little 😅
Well, GL is still like a 50/50 support damage. It's brought into parties so back attackers have an easier time/synergy. It still brings a lot of value so it's always a valuable choice to pick up/have around.