I also can still do the content I did before the update even after the nerf. Mainly because I don't have to worry about timing as much now. There are also a lot more skills open to me now that I would have just skipped over before. Personally I have benefited from them as my rotation is now more fun and manageable. In conclusion the overall changes feel to be on the right track.
However I am still well within the DPS range I need to be to complete the content I enjoy. Do I still lose out? Certainly, that was the whole point of reducing everyone's damage. I am able to use far more active skills than I did before and I also find it more fun than the pet version. The difference is 23k DPS on Live vs 21k DPS on PTS. Next is my new skill line up after trying the PTS changes out: That is a lot, but not particularly to much for my build to be unable to do the content already I complete. All of the changes have added up to an 18% decrease in overall DPS. My first video illustrates my point:Īs you see on I average 23k dummy DPS on live and 19k dummy DPS on PTS. I run normal and veterans dungeons with this setup, its clears content just fine, and frankly not much has changed for me. You'll notice my build is neither optimized or fully upgraded, I lack CP, and the sets used during the test are certainly not meta. I ran the test on a 6 mil skeleton as I don't own an atronach, and even if I did they have 2 different sets of buffs right now. I ran quite a few dummy parses using my live build and settled on 2 parses that I believe made a pretty good snapshot of my current average vs the new PTS average. If nothing else 1 or 2 of the changes will probably need to be walked backed. Maybe to hard, but I'm willing to give it a few more PTS builds before I settle on an opinion. With that out of the way lets get to Live vs PTS performance. That is as long as content is scaled to accommodate such a change. If power creep is getting to the point that boss mechanics are being skipped or made so bleeding edge that almost no one can complete them, I am all for a downsizing. I also don't mind the decreasing of damage. No longer is my rotation a perilous house of cards that could all come crashing down the moment I lag or stumble on a DOT. Now with the new 20 second standardization I don't hate bar swapping, or managing my skills anymore. Eventually I gave up on it all together and gravitated towards one bar or pet builds with less button management. odd and ends as DOT durations seemed to be just spit out at random. I hated chasing 8 second, 12 second, 16 second etc. Rotations feel a lot more fluid and I also feel that multiple skill choices have been opened up to me. Seamlessly shift between single and multiplayer.I will start by saying I like the changes that have come from Update 35. Simple and intuitive gameplay, just click to start/stop trains and control switches Conduct trains in beautiful low-poly 3D worlds Each region with its own style, music and distinct challenges. As you progress through demanding levels your railroad network expands to the farthest regions of this mysterious and beautiful low poly world.
Set in a stunning world you race against time to bring passengers safely to their destination. Play with up to 4 friends for the ultimate party game! Conduct TOGETHER! is an addictive game of explosive railway action that will challenge your inner conductor.Ĭonduct everything yourself or hand a Joy-Con controller to a friend for a hectic teamwork of commanding trains, switching tracks and avoiding collisions in increasingly challenging action-puzzles.