B) in the current meta of PvP you need them for a kill shot. Suits allow too much dmg reduction and healing capabilities. Like
@randy said, 'we should be making it easier to kill, not harder".
I'll ignore point A) because there are and have been many things that "work as intended" that have been changed because they can still work as intended and be wrong... I'll say Curse + Corpse stacking as an example since it was the most recent..., which has been re-adjusted to work as it does on TC1...
B) the current meta of pvp shows you "NEED" them for a kill shot. Suits allow too much damage reduction & Healing capabilities.
You don't see a problem with the "Need" of supernovas, If some people can kill others, without novas why can't the rest of you?
What exactly do you mean, but suits allow too much damage reduction? the only people that are hard to kill, are the ones with alchemy and healing.... all things you can have going on as passive without affecting your offense or just adding to it (alchemy). how is it that you guys bring up the points of people being too hard to kill and ignore consumable items as a culprit of it? like c'mon....
Anyway.. let's get to a hypothetical, since discussions seem to bring about change....
What happens if the devs allow all casting schools to have 20% SDI? in addition to all that's currently (
here) on TC1
Let's take a look at the other skills that do not have any +skill modification items available, that also reach a maximum of 100.0 skill investment.
Scribe is only a bonus if you're able to cast you spells, fair enough.... (protection = slower spells) incase you want to bring protection into it again....
Poisoning = bonus to poison making it more difficult to cure. adds to the combat LMC bonus (still requires 70.0 tactics for the LMC bonus currently on TC1)
both of which are almost entirely nullified by Alchemy. it's all good. but why does alchemy need something like supernovas? they don't get enough bonuses as it is?
they need to carry pots. then again, everyone carries pots regardless if they have Alchemy anyway.
You guys are only accounting for group play, yet most of you (I think all of you) agreed, balancing should be one vs one based, no?
Also, if you can't sync a target without the use of Supernovas there's room for improvement.
Also, Randy plays a
Healing-Parry-Alchemy-Mage. hard to kill? absolutely, it's the only template that would really be unkillable without supernovas. (IMO), obviously one vs one.
Alchemy gives you more bonuses than Parry. it also makes parry more easily accessible without sacrifice, because of the dex bonus (6 is minor), obviously dex increases healing speed as well. what do they really sacrifice for it? They sacrifice meditation, which really isn't needed thus also a minor sacrifice. However, that also explains why he would "Need" supernovas to stay as guaranteed 20+ damage, because of the lack of mana to finish people off...
So, explain, why supernovas should stay as is? (anything is better than that)