Its been a while, but i think i could do SS in about 15 min on blu. Linen + about 25 singles. I was doing 3 chars at once though, so my goal was to keep going non stop so i wouldnt run into day restrictions or loop over a day.
If youre going with 1 or 2 chars, the higher yield from the other areas over more time is better.
That bit on Ghalcimus is most interesting. I suppose that would be canon right? It doesn't make any sense but then time paradox and all. I love when they give away little things like this
Not buying this AT ALL.
I mean it's pretty clear they had plans for Siren that they had to cut out from SoA (the theme was somehow connected to GEO etc) and that they re-used some of that stuff for RoV.
Just like it's clear they had to cut out many other things from SoA, like the trip to Tartarus, the other different battle with the enhanced version of Hades and surely many other things.
What I'm not buying is that they had to cut that because they were "busy with RoV".
They started cutting those parts LONG before they even remotely started to THINK about RoV.
Yeah but it takes like 13 mins for maneuvers to last that long, and if the automaton dies or you want to swap or you zone you're back to square one.
I mean it's good, but having higher base duration instead than the silly 1 min doesn't seem such an unreasonable, unbalanced or time-consuming request...
I haven't been playing full time so I may be wrong here, but I thought it went more along the lines of:
1. Regular salvage, people saved up a tag then did arrapago back to back. Only restriction is on tag, not zone itself.
2. Arrapago congestion, so they add daily limit to arrapago so you can't do it back to back if you saved up a tag.
3. Removed daily restriction on getting tags. Other zones can be done over and over, but they never lifted the daily restriction on arrapago.
Feel free to correct me if I'm wrong.
It's exactely like that, which doesn't really make a lot of sense to me, but w/e
Sure ~13 minutes sounds like a lot but it's constantly going up. So it ends up only having to refresh maneuvers around 7 times before you get to max
I dual tribox pups all the time it's not really that bad anymore especially considering I can just full afk on a lot of nms until maneuvers need refreshing and come back and they dead. It's really not that bad since the update.
As far as swapping... well I mean there should be a penalty for radically changing things like that. Blu gets a full minute lockout from casting for example
Are we to the point where we're comparing PUP to BLU? Really Dasva?
The fact you have cooldowns for Activate/Deactivate and that you start with max burden sounds good enough for a job that hardly has a role in-game atm aside from tanking.
Yes given the level of transformation that goes into deactivate changing load out the comparison the change of job is fairly good comparison. Not many other jobs can on the fly change their spells/ability to change from melee/ranged/magic dmg to tank to support.
Pups can resummons pets faster than any other job besides smn. It's not max burden you can immediately start using maneuvers just fine. Besides any career pup will tell you burden might as well not exist anymore with how little it matters. And if the only thing it was good for was tanking there would be little to no need to deactivate and change load out... and if dying.... well it's still better than when other tanks die. Plus I mean what else are you doing? Even with maneuvers as they are tanking on pup is such a non activity that you see some pups crafting while tanking lol
That said you should try them for other things. My ls regularly uses them as DDs and I tribox with them all the time. They do decent dmg while being sturdier than most tanks while healing themselves while you afk between maneuvers and you can stay waaaaaaaaaaaaaay out of range. If we started at 5 minutes I could afk entire VD fights triboxing
The current game balance situation makes me chuckle a bit thinking about how things were during the "RUDRA" period and how much people whined about it.
I think you could make the case the game's combat is more balanced than it's ever been, since there are multiple setups against most content. MB, pets, and melee groups are all functional against all but the strongest stuff. It's not perfect, but it's for sure way better than it was for most of the game's life.
Of course, that could just be that endgame-level players are way, way stronger relative to content than they've ever been, both individually and as groups.
Well balancing was never really about if various set ups were functional but more of if certain setups were significantly more/less preferred. Rudra's wasn't nerfed because other stuff didn't work it's because it was thought too work too well. Similarly MB setups work way better than rudra shenanigans ever did but no outcry
Rudra's outshined SAM
MB's dont outshine SAM because SAM is one of the most efficient at making SC's to burst off.
they wanted to bring MBs back because it was a core element of the game. nothing is wrong with that and it should be that way. the problem is that SCHs can basicly cut out the 1. integral part on creating SCs: Melees. Thats the problem nothing else. I really dont want to go back to mindnumbing melee zerging to be honest that we had for like 8-9 years.
Honestly need to slap some traits onto melees that make MBs more potent if their WS were used to make. They'd probably make SAM best at that by default, but it should at least counter SCH's superiority a bit. Rest of the equation lies in AoE raep spam.