Rwby wrote:Having floated around Arelith for a long time, a lot of successful adventuring is done against things that can't fight back. Held Monsters, Knocked down Monsters, Monsters that can't hurt your epic level summon, Monsters that can't hit your friend whose -guarding you really high AC, things that can't reach you before you call shot legs them into slowtown...
In all of these examples, though, the mob can fight back. KD is an unfair example because you can only KD a thing once, it has to be KD'd each round, even if you do spam KD it will get up and hit you back once or twice depending on timing, etc.
Rwby wrote:Yes, this change will make it so Feylocks in PvM have to tackle a smaller number of Monsters at once, so they'll have to pull them and grind slower. That's slower, and less fun I think, but it's not objectively making content harder, it's just making it slower.
Except that's not true - from a purely damage per second basis, all of your damage is single target, so whether you pull things one by one or all at once, you'll be doing similar damage. At worst you'll lose a marginal, irrelevant amount of time because you have to target a mob far away, and that's more difficult than targeting one up close.
Rwby wrote:If the issue is that we don't want classes speed-crushing mobs, there are a lot more ways of doing it than sinking all your stats into Charisma and playing a Feylock. I think it's fairly accepted that a Decently built weapon Master will explode a lot of mobs just by touching them, which is a lot more effective than a slow death by holding, and that's far from the only example.
The issue isn't the feylock's ability to solo grind. The issue is that CHA-based feylocks turn up and hold everything for every other class to slaughter without allowing the monsters to fight back.