Originally Posted by
Chai
Naaaaa. Nerfing doesnt have the same impact as adjusting the environment on player morale.
A good example of this is epics 1.0 - where the trash mobs were made immune to everything but three tactics or so. My 2 year old builds at that point were still functioning as I built them, it was just the mobs couldnt be attacked with most of the tactics I built for. I felt epics were ********, but my build still functioned as it used to. All the work I put in is still relevant, just not in certain quests on certain difficulties. D&D heads are used to this as the game is situational after all.
Hold that up to the example of the U5 combat nerf, where rangers went from a decent DPS class to a mediocre DPS class who people currently play because they like utility. Not only does tempest 3 not net what it used to, but 6 level melee ranger splashes just got smoked, and ended up having an attack rate less than a just-off-the-boat toon previous to the nerf. Level 1 without twf feat used to attack more often then a level 20 with all three of those feats does now.
The players found the awesome combinations, built for them, geared for them, and got it all taken away. Not the same as making adjustments to the environment to disallow certain things.
Not to mention, water savants are not the perching crit fishing firewallers of old. They actually have to work for it and play effectively, which cant merely be quantified with DPS numbers and stated to be too powerful.