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Wanted to explain the reasons for changing Burn...
It became apparent that Burn was the trump power...with it, a Tanker needed to do nothing else. He could lay down a Burn patch and Taunt foes in and out of it. The damage was so great that the Burn patch itself would do the defeating; the Tanker only needed to hit Taunt.
The question has come up - "what's the point of Burn now?" Well, it still offers Immobilization defense (we're actually going to increase that duration). And Burn does do a lot of damage. Taunt alone might not bring mobs into Burn continually, but stunning, holding, immobilizing mobs in Burn is just plain devastating.
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Heh... part of me honestly thought that you guys were gonna come through in this fiasco... that once the damage was lowered, and the recharge time increased, the fear effect was going to be removed, but apparently I was wrong.
It's all about having fun... that's what you always say... I see your opinion of fun differs from mine. Having a useless power is not my idea of fun.
I don't get how you can sit there and say "oh, it's all good, working like we want it to now." Burn does almost NO damage because of how quickly they run out of it now... ok, maybe if I could hold the entire group before hand, sure, but when i'm SOLOING (which I do 90% of the time), I DON'T HAVE HOLDS.
I've been around since the beginning... I not one of the herding power levelers you're trying to "stop" (as evidenced by the fact that my Fire/Fire tanker is still only 36th level and I've had him as my primary since launch), I'm a casual player without much time to play, who has done every story arc that is available to me, because I enjoyed the back history of the game. Thanks for ruining the game for me.
I'm officially unsubscribed.