I've been enjoying Starmourn so far! Great game, fun community. But as a minmaxing grind-junkie nightmare player I'm eagerly anticipating whatever tweaks (reverts I hope) are in store regarding this latest update. The grind was already, well, a grind!
At level 50+, getting <0.8% per kill every 18 seconds or so on enemies in an area advertised as being in my range I was already boring. Getting 0.2% from killing mobs in the level bracket below it every 12 seconds is utterly mind-numbing. Those times don't factor in the time it costs to craft IEDs and heal between fights, either, and with the update in effect, I can't actually hunt the level 50-60 area because the beasties there suddenly have upwards of 60% damage resistance. And I'm squishy as heck.
As a Scoundrel, I'm yet to really appreciate any of the afflictions in PVE other than the standard DOTs, of which my class seems to have just one or two tucked behind a hefty lesson gate (GUNSLINGING WEAKENING (833 lessons) and IMPROVISATION SHRAPNEL (1207 lessons)). I'm only trans in one skill so far - gunslinging, and I don't have the lessons to see if the 8 second net balance cost of creating shrapnel bombs is worth it for a stack of bleed. Setting up for PUMMEL is a pain because you need to TRIP and BIND enemies, with both attacks dealing no damage and often having the bind shrugged off in a second or two, and even then pummel is an interruptable channel. FORCEFEED requires the same setup, with the added requirement of your target needing <=50% system damage. Neither option is particularly viable for PVE combos because lower leveled enemies die long before taking the required system damage, and higher leveled enemies just curbstomp a squishy scoundrel long before they're prepped.
The higher I level the more I recognise how levels are an enormous advantage in foot PVP with how weapon/armour power and stats per level scale up, and that makes me want even more to get leveled and geared up for that endgame content before I delve into PVP. This latest patch has slapped a towering nanosteel gate across any semblance of a comfortable advancement experience. It feels like an element of artificial difficulty that's going to really dissuade new players from bothering to get to a competitive level in PVP further down the track.
It's also going to encourage powerlevelling later, because high-leveled players can just drag low-leveled players around while they kill everything.
Now I'd be an ass to gripe and not offer anything constructive so here's my suggestions:
1) Expand the threshold for when damage reduction comes into effect. A level 50+ player ought to be able to hunt effectively in a level 50-60 zone.
2) Add more affliction combo alternatives!
3) Crank up XP gains for killing enemies close to your level?
I hope this doesn't come across as too scathing a criticism! I know the game's in beta. I'm sure this will be tweaked and prodded back to a balanced state.
Anyway I'm probably gonna go back to a much lower leveled area and see if carpet bombing it with AOEs is going to be any more rewarding than the slog I'm stuck in now. Apologies to anyone caught in the crossfires!
PS: I thought the lowbie 12-man hunting platoons looked like great fun. Make that viable again so we get to watch them all get squashed by AOEs pls.