I honestly have to disagree with quite a bit of stuff you’ve said.
I don’t think DECA should be doing nothing to combat these exploiters, but ya gotta keep in mind how it works. It’s like diseases and medicine. The more you use the medicine the stronger the disease gets.
When they “patch” exploits the filthy scum are only going to find another way to get what they want.
If DECA spent more time dealing with exploits they would be wasting time that could be spent improving the game. Besides, this is better than not updating the game at all, a lot better.
I don’t play too often anymore, but I can’t say I have seen any exploiters at all in those few days. I shouldn’t be saying this because of my activity, but it definitely seems like there are less exploiters since the Kabam era.
As for the “increasing DPS for a random sample of players” statement… This is game balancing. They are not a random group, they are the underpowered. This whole update was about game balancing with a few extras. It is common knowledge that wands are the least fun weapons. Thee big difference here isn’t even the damage buff though, that was minor. The big difference is the faster shot speed.
Did wands need a damage buff? Sort of. I don’t think anyone would have cared if they didn’t receive the meager +10 damage buff. Another important change is the fact they made the lesser Wand UTs more useful at the same time.
I’d argue this is only a step in the right direction for Scepters. (Other than the wis mod… Shoulda just had high damage to be honest.)
The T6 Scepter only hits three less targets and deals more damage to each than before. If you find this as a nerf keep in mind the wand buff and the +10 Att. Sorcerer is being balanced to be able to compete with other classes, not just be able to do a single thing effectively.
I can agree with the Puppet change though. I do think that they may have went overboard with the change but it probably is a good thing to have it that low. I mean, just look at the Manor. They are very similar in drops yet the Puppet is much harder to complete. And the monsters in the Manor have 200 to 1100 HP, still less than the Puppet’s.
I like the fact they added weakness to the shots. I personally think they should have simply added a different obstacle that did this, but this addition is fine in my opinion. It gives the players more reason to clear out those pesky living floors, classes like the warrior don’t care much for it as they are powerful without mana anyway.
Also, pet stasis is redundant in a way. The bullets already inflict quiet so pet stasis would not make too much of a difference, only to survivability. (I still find Oryx’s castle quite dangerous, on both Robe and Heavy classes.)
This is more of a personal opinion but I dislike it when people mention soloing events should be a thing. RotMG is a co-op game and these events are realm-wide events that is shown to every level 20 player. They are supposed to be a challenge, even for a group. Dungeons on the other hand are arguably easier than events and are separate from the realm. These are okay for solo-play, they were designed to separate players into much smaller groups.
That’s enough of my rant. I find these game balancing changes only positive for the game as a whole.
EDIT: More rant, I lied.
The argument that increasing the DPS of these two classes increases steamrolling capability is stupid in my opinion. DECA has been buffing events that were steamrolled. Buffing the ghost ship and Oryx’s castle is only a step in the right direction, stopping the steamroll. The meager damage boosts will not make a difference large enough to notice, especially with the fact it is only two classes. (Or four if ya count Necro and Hunt.) @Werbenja