We have not received permission from Mag7spy to share the quoted post.
And I didn't make that statement. I simply repeated what Steven said and said "I don't like this design". It was Steven who said that this is their current approach to ttk balancing.
If he did jump from 1v1 pvp all the way up to "a full raid targeting a single player" - I'm somewhat fine that, but then we'd need to talk about aoe scaling, and that's a whole different discussion that has already happened in the past.
But if he did mean party vs party when he said "group pvp" - then I'd prefer if ttk was longer. Mainly because there's 2 ways to take his ttk timings:
-
the target stands around doing nothing
-
the target uses everything in their toolkit to avoid dying
If 10-15 ttk is in the context of the first option - it means that a dps class dies in around 5-10 damaging abilities, purely on hp values (this estimate is based on average cast times shown on streams). This then implies that a party of people can use all their best damaging abilities at once and wipe a target "in a snap".
This was my reasoning behind believing that Steven was talking about party pvp when he said group, and not "a raid is attacking a single person".
Now if we look at the second option - things are WAAAAY worse. Because now the target is moving and using defensive abilities - AND IT'S STILL A 10-15s TTK. This means that the hp values of that target are below the floor, which means that direct-damage's worth of ttk is probably like 4-5s.
And if THAT is the case - a party can wipe 2 people in a snap, if they get the jump on them.
Depraved and a few other people believe that Steven was talking about the first option (I don't remember which one you believe, cause this has been a long convo). And as I described above, Steven's "snap" still aligns with "a party targeting a single player in the enemy party" situation, and not just a "raid doing the same" one.
As for big defensive buffs or strong healing, that can supposedly save that single player - these would, first of all, only work if the defending side saw the attackers coming, but would also depend on what other tools the attackers have. Due to us not knowing any of those tools, I've been talking about attackers getting a jump on their target (which is usually the healer) and killing it "in a snap".
And I've already given my suggestion for how this perceived issue could be addressed and also gave my reasoning for seeing it as an issue (namely my L2 experience of healers "being snapped"). If you believe that Intrepid will go away from this "snapping" design and add defensive tools that prevent it - cool, you agree with me.
But this belief goes directly against what Steven has stated, which is why it's funny that you seem to agree with Steven, while disagreeing with me. If you think he was only talking about a "raid attacking a single target" - we'll just have to disagree on that interpretation.