
Originally Posted by
Rodasch
I'm not seeing how this equates to anything productive. You're not illustrating why or how this would be true. Over an extended stretch of time, the limiting factor on how much you can refill is how much you can spend and how quickly, as once you're full, no amount of potion drinking will give you more sp or more power whatsoever.
So does killing mobs faster by killing them simultaneously to be more efficient and kill more with less. You can still throw every meta in the book at them and kill more monsters for less spell points (and in less time) than someone casting 3000 maximized, empowered, heightened lightning bolts just becuase they can and it makes them FEEL more powerful to see those big numbers over and over again.
But if I pull every monster in the quest in large groups and kill them with less than 10 spells total, and you pull all of them and kill them 2 at a time with said uber lightning bolts, who's really ending the quest faster and making the group succeed "easier"?
I have casters too, and I'm pretty darn good at playing them, if I do say so myself. But you're going after a strawman when you even bring up empowered maximized spells killing things faster, because I never said that you can't use those and still play efficiently....nor is it the case. So you're misdirecting.
Same goes for talking about not casting Instakills.
See, playing efficiently and intelligently isn't about shutting off metas and still pewpewing away with whatever single target spell isn't on cooldown, it means maximizing your kill power per unit of time while also maximizing your kill power per spell point at the same time. It's the skill set that allows people to learn to solo epics without using potions.
Yes, I can honestly say I can kill things just as fast if i have to manage my SP. The reason is because the fastest ways to kill things overall just happen to also be pretty darn efficient for your sp.
On the contrary, we're discussing both...IN fact, you sort of forced the issue with your "comparison" scenario.
displacement was nerfed for the primary reason that with the changes to AC into the new system and the addition of the PRR/Dodge Chance mechanics, the addition of a +50% miss chance (which was as easy to obtain as being in one of the 99.9% of groups that contains an arcane caster or bard) on top of several melee class's inherently available dodge bonuses would lead to such an overpowered "god mode" that you would have characters who were 98-99% immune to physical attacks by monsters, which would completely remove virtually all potential for failure from the game as long as a caster keep displacement refreshed on them. By removing that capability and limiting casters to only displacing themselves it forces those melees to rely on clickies, which are really not sustainable.
You just described cleric hirelings.
The old eSoS? It increased damage per interval of time out of proportion to where the devs wanted it when combined with the (then new) artificer ability called Deadly Weapons. So, it was changed so that the Deadly Weapons spell (and other such effects) could remain. the eSoS was distorting the curve on those abilities beyond the acceptable limits and would have unduly punished every other weapon in the game if the effects were balanced around IT, rather than the other way around.
The old Haste increased damage per interval of time out of proportion to where the devs wanted it by increasing attack speed by too much. It made for to steep a curve on the power gain from increasing damage factors from weapons.
The old wail increased the total damage per interval of time out of proportion with the dev's vision of where it should by by allowing an unlimited number of hit points to be destroyed with one cast (no target limit, no hit point or hit die limit).
Noticing a running theme in the reasons all these things were nerfed? Damage per unit of time, or damage prevented/healed per unit of time.
My argument is holding consistent and strong as to what is the deciding factor in what's balanced and what's not, or what things are considered for content difficulty and relative power levels of various "things" in this game.
If you can show anywhere, how a spell point potion can increase the damage per unit of time of anyone above and beyond what they can actually achieve without the sp potions, then you would have a case for them being "nerfed", but you cannot, you can only show that they allow one to maintain that damage per unit of time for longer.
Nothing in this game that I know of has ever been nerfed for allowing a character to do nothing more than play longer without becoming dead weight for their party.
If you can name one, I'd be surprised.
No it's not, as I showed above. The true root cause of the vast majority of nerfs is what I said above. Challenge doesn't go down, the thing which deserves a nerf is out of the acceptable curve for the challenge and makes it appear to go down. That's an illusion of perspective. The challenge stays the same, the tools you bring change your ability to deal with the challenge...but not the challenge itself. When a tool is too powerful for the challenges it must be re-evaluated and either made to fit the challenge, or moved into a new challenge slot (by raising it's min level, for example)
Actually, yes it does.
Everything that's been nerfed has done something that nothing else can match in regards to the damage dealt/prevented/healed per unit of time model, and was nerfed to bring it back in line with the rest of the game's design standard.
If I can generate the same or better damage per unit of time without sp potions that I can with them, there is zero justification for "nerfing" them, as all you are then doing is making emotional decisions to "punish" people unfairly out of personal aversion to their play-style, not any real mechanical balance justifications.
How fun something is has no bearing on whether it gets nerfed, because "fun" isn't a value you can measure in any meaningful way for anyone other than yourself. All those decisions are based on numbers, not feelings.
Nothing was nerfed for being fun, and a few things were nerfed LESS than originally planned simply to avoid as much damage to "fun" after input from the community (see the instakill/wail nerf and how it started out). So, yes, other fun things have been nerfed, and in the glaring lack of reasons TO change it, it becomes the best reason NOT to change it.
Until you can show that it grossly distorts the game mechanically in some significant way (as can be shown with everything that's been nerfed in this game), you're not invalidating the "fun".