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[Rubicon] Rapid Missile Launchers - v2

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Sgt Ocker
What Corp is it
#2641 - 2013-12-03 12:34:41 UTC
Bouh Revetoile wrote:
Sgt Ocker wrote:
Unless you have perfect skills your rlml caracal does not have 300 dps. Mine does, 260dps with precision @ 31k, if the tackler is not scrammed and webbed there is a damned good chance the caracal is not going to kill it. If it is webbed and scrammed you don't need the caracal as it will be killed by any other ship in your cruiser fleet.

How you could even try to compare a logistics ship to a caracal just beggars belief. One is supposed to be an attack cruiser, the other is a defensive (logistics) ship. Nothing comparable on them. Actually if you include reload time, my Exequror has more DPS than my caracal.
Navy missiles will hit most frigates fine...

And you should maybe read the definition of "support" to understand what I meant with the logi comparison.

But reading you there, I have the impression that light missiles were already almost useless before rubicon and turrets were already much better with drones to hunt frigates. Simple question then : why were Caracal so much popular in FW ?

In fact, you just look like you want turrets with missiles skills, because you always minimize all missiles advantages and maximize turret ones. You look like hating missiles and largely prefering turrets, but still stick to missiles in some masochistic way...

Quote:
Look at it this way; Would you be happy if at the next update ALL medium rail guns got a 40 second reload time but beam lasers and projectiles didn't?
If railguns could hit targets below 15km and see their dps doubled with this, they would be amazing and we wouldn't have overlap between beams and railguns anymore, but that would be redundant with RLML now.

Oh, and nobody ever answered the question of the overlap between old RLML and HML : with old RLML, what role HML would fit ?

bear all or part of the weight
give assistance to

I know what support means and if you consider at best 50 seconds firing time, out of every 90 to be of much more than minor assistance, that could not be better filled by a more appropriate weapon, then ok rlml is a support weapon. Albeit only useful for half of any engagement you may be in, I can't see many small gangs opting to use rlml in preference to turrets.
Where as logi is useful for the whole engagement, is not affected by overly long reload times and can also apply DPS. In fact much the same DPS as an RLML caracal in a fight that lasts more than 2 mins.

Prior to Rubicon the RLML caracal and bellicose had a very distinct role that they did not excel in but were good at.. As you say, prior to Rubicon caracal was popular, it is no more as it is no longer capable of doing the same thing it did prior.

Where do you get the idea light missiles got their DPS doubled? They actually over 100 seconds ( close to average fight time?) do half the DPS they did prior to Rubicon.

The question about overlap between RLML and HML has been answered many many times in this thread and many other threads. The reason so many started using RLML was because of the heavy missile nerf which made them a worse option than RLML. Heavy missiles have not changed so now there is no option but to cross train

If you look at the kill boards, Caracal ranks very low on the list. Yet it has been touted as the best thing since sliced bread and suffered because of it. RLML Caracal was an adequate ship that did a specific job pretty well, it was not OP in the hands of someone with less than perfect skills and is now less than usable for those same players (me for 1). 262 DPS @ 31k for 44 seconds then none for the next 40 is not viable. With the old launcher if there were 2 or 3 frigates together I might kill 1 and have the other 2 warp off, now I might kill 1 then die to the other 2 as I am out for a 40 second reload.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Bouh Revetoile
In Wreck we thrust
#2642 - 2013-12-03 13:02:49 UTC  |  Edited by: Bouh Revetoile
Sgt Ocker wrote:
Where do you get the idea light missiles got their DPS doubled? They actually over 100 seconds ( close to average fight time?) do half the DPS they did prior to Rubicon.
That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase.

Quote:
The question about overlap between RLML and HML has been answered many many times in this thread and many other threads. The reason so many started using RLML was because of the heavy missile nerf which made them a worse option than RLML. Heavy missiles have not changed so now there is no option but to cross train
So you are saying that because you don't like HML you deserve RLML to completely take their place ?

That's not adressing overlap between RLML and HML, that's completely abandoning HML for another weapon. And if HML have a problem, HML need fix, not RLML to take their place.

My opinion is that HML were OP, and when they were nerfed, RLML became OP because of LM buff and took the place of HML but nothing really changed.

I'm asking about the role and stats HML and RLML should have to not overlap eachother and not obsolete turrets.

PS : caldari navy light missiles hit frigates more than fine.
Arthur Aihaken
CODE.d
#2643 - 2013-12-03 13:42:26 UTC
Bouh Revetoile wrote:
Oh, and nobody ever answered the question of the overlap between old RLML and HML : with old RLML, what role HML would fit ?

They need to first fix HML so it actually has a role outside of missioning.

Mike Whiite wrote:
...for now, finish ballancing the ships.

Except rebalancing will never be done, and in the interim missiles continue to be pushed to the back burner. And with each ship rebalance and update missile-based hulls continue to be severely unbalanced. What we need is a specific focus and push to get missile systems finally fixed in the next update. It wouldn't require anything earth shattering: just the desire and will to make a few minor tweaks.

Cardano Firesnake wrote:
When you create something whatever it is, you must think about one thing: “What will I do with this?”
RLML and RHML have a mission: Destroy smaller ships.

Except they don't even excel at that. At least with the other weapon systems you're dealing 2-3/4 damage types. With missiles, if you've guessed wrong - the battle is lost before it's even begun. And unless you can extract yourself, you're finished. The issue is first and foremost the excessive reload/swap time, because it completely eliminates all your tactical options. Right now the rapid launchers are so niche that they're not even effective for a specific role; they can't even be utilized as a primary weapons system, let alone a secondary or tertiary.

Sgt Ocker wrote:
Hate to be harsh here BUT in a 600mil very specifically fit ship, you managed to kill 1 frigate who could not shoot back, while a comet had him scrammed and pointed?? I'm sorry but that is not a really glowing "RLML are good" showing is it? ** Looks like it was a fun fight though Blink

Actually, he wasn't scrammed - he just had the misfortune to be the first ship that tried to engage me - and I was able to finish him off before he could align and jump out. After that, since I didn't have any point or scram - the other ships immediately started warping off as soon as they dropped into armor. So it was kind of a "fool me once, shame on you; fool me twice, shame on me" scenario with a rather quick learning curve. Yes, it was fairly intense. If I'd had an EM ward amplifier it would've dragged on even longer. And if I'd chosen a location where I could actually dock or jump, I could've ended the engagement within 60 seconds (picking a fight outside an undockable station was probably not the best choice, lol).

I am currently away, traveling through time and will be returning last week.

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2644 - 2013-12-03 14:01:26 UTC
Bouh Revetoile wrote:


PS : caldari navy light missiles hit frigates more than fine.

In your vast experience with missiles right?
Or is that something you picked up running from all the missile boats you encountered?
Or did you pull this out of your ass like the rest of your simple-minded arguments?
Arthur Aihaken
CODE.d
#2645 - 2013-12-03 14:04:15 UTC  |  Edited by: Arthur Aihaken
Bouh Revetoile wrote:
That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase.

This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support.

Addendum: I really think we should start ignoring Bouh. Either he's trolling for his own entertainment or he has some seriously misguided and hard fast notions about missile mechanics. Consider this my last Bough-related response. /ignore.

I am currently away, traveling through time and will be returning last week.

scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2646 - 2013-12-03 14:18:34 UTC
Arthur Aihaken wrote:


Addendum: I really think we should start ignoring Bouh. Either he's trolling for his own entertainment or he has some seriously misguided and hard fast notions about missile mechanics. Consider this my last Bough-related response. /ignore.

I'm glad you said this, and I approve. He is drawing attention away from where it needs to be.
Bouh Revetoile
In Wreck we thrust
#2647 - 2013-12-03 14:36:18 UTC
Arthur Aihaken wrote:
Bouh Revetoile wrote:
That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase.

This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support.
FYI, Rise acknowledge the reload problem and said they were working on it.

If this is the only gripe you have against RLML, I'd say "problem solved"...

And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ?

Because the way I see it, you are only looking for a medium missile system able to **** armies of frigates and still be competitive against cruisers (I'm slightly exagerating). You are looking to do exactly what turret ships can do (blap approching frigates with medium weapons) but with missiles and while keeping all other missiles advantages (not position related damage). Or I didn't understand something (most probably) ? But most missiles "fix" proposed here were insane buff to about all medium missile systems without any care for weapons role and balance (with good exceptions though).

As a side note, actually smart people don't only look to talk only with those who agree with them. Confrontation of ideas is actually a good thing if you are not a stubborn fanatic impervious to reason, logic or new ideas.
Baali Tekitsu
AQUILA INC
Verge of Collapse
#2648 - 2013-12-03 14:45:57 UTC
Bouh Revetoile wrote:
Arthur Aihaken wrote:
Bouh Revetoile wrote:
That is plain wrong. Overall and over a 90s period they do 20% less dps. But during the first half of this period, they do about 50% more dps. Not actually double, but quite interesting. And if you can't kill the frigate in this time with this dps, you would have taken about 2 minutes with old RLML to kill it. In fact, the burst dps will often be a lot better to kill active tanked frigate, as active tank is less and less effective as dps increase.

This is completely false. The "50% more DPS" statement is a myth, as it presumes you're utilizing the most effective ammunition in every engagement. Since the 40-second swap precludes any tactical changes once battle has commenced, you have a 1:4 chance of being correct; less if you hedge your bets with different damage types. As most Caldari ships get a kinetic bonus, it's also very easy for opponents to negate this. With the old RLMLs, you could swap ammo out in 10 seconds (more than enough time to influence the outcome) - so all your opponent need do now is survive the initial 50-second onslaught, point you and bat phone support.
FYI, Rise acknowledge the reload problem and said they were working on it.

If this is the only gripe you have against RLML, I'd say "problem solved"...

And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ?

Because the way I see it, you are only looking for a medium missile system able to **** armies of frigates and still be competitive against cruisers (I'm slightly exagerating). You are looking to do exactly what turret ships can do (blap approching frigates with medium weapons) but with missiles and while keeping all other missiles advantages (not position related damage). Or I didn't understand something (most probably) ? But most missiles "fix" proposed here were insane buff to about all medium missile systems without any care for weapons role and balance (with good exceptions though).

As a side note, actually smart people don't only look to talk only with those who agree with them. Confrontation of ideas is actually a good thing if you are not a stubborn fanatic impervious to reason, logic or new ideas.



You are having a wrong approach on the matter.
Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary.
And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this.

RATE LIKE SUBSCRIBE

Mike Whiite
Deep Core Mining Inc.
Caldari State
#2649 - 2013-12-03 15:09:01 UTC  |  Edited by: Mike Whiite
Quote:
Mike Whiite wrote:
...for now, finish ballancing the ships.


Except rebalancing will never be done, and in the interim missiles continue to be pushed to the back burner. And with each ship rebalance and update missile-based hulls continue to be severely unbalanced. What we need is a specific focus and push to get missile systems finally fixed in the next update. It wouldn't require anything earth shattering: just the desire and will to make a few minor tweaks.



I understand what you mean and a part of me feels the same way.

at the moment it would be very in efficient to drop ships and move to launchers/missiles, let them finish the current non cap round. pirate, t2 and t3 ships. and then takle a good look at the problem insteat of a quick patch to stop the bleeding for now, to see the problem arise with the next round of ballance changes.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2650 - 2013-12-03 15:29:29 UTC
Baali Tekitsu wrote:



You are having a wrong approach on the matter.
Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary.
And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this.


If it was at the cost of being very poor vs cruisers then the old RLML would have been fine. On the other hand, they were quite good vs cruisers and they were so easy to fit you could have a LR weapon system with a massive tank and plenty of speed. It was the all in one weapon.

It needed a nerf and instead of just hitting it with the nerf bat and reducing the damage by 20% they went a little more creative and gave the weapon a burst damage that is insane followed by a long reload which equates to an overall 20% sustained damage nerf or 20% less damage per minute.

If you got the old RLML back it would receive the fitting nerf and 20% DPS nerf and be pretty crap and dull.

Yes, the ammo switching is a problem but it is getting looked into. Wait for the point release.

The size of the magazine/clip has been carefully considered (potential damage per clip) so that the burst damage isn't completely OMGWTFBBQAREYOUAWIZARD. Coupled with the length of the reload to give the sustained damge that was desired for this weapon.

Yes, HML's have really, really bad damage application. I imagine Rise and Fozzie have been made aware of that by the community by now and have even stated that they are looking at HM performance between now and the point release.

I have been having a go at using these weapons in PvE as well as PvP and I find that they work as intended. The biggest problem for me is simply the ammo switching. Lets see if the ammo switching fix makes these weapons even more useful and if they make HM's useful again I will be using those even more often than not!

Have patience
Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2651 - 2013-12-03 15:45:02 UTC
Moonaura wrote:

I know there are some thoughts by many people on the Tengu, but missiles should not be useless overall because one ship is OP. Improve the missiles. Nerf the Tengu.

Tengu is in many ways a very expensive ship to fly and if you nerf it, people will switch to something else and stop using it. It's really as simple as that. We all know how much CCP Hammer and CCP Destroyer are incapable of fine tuning. They will nerf it by 20% as they did with Drake and you will have even more Caldari pilots feeling stupid, fooled to invest their time and SP into something that's not meant to last.
Bouh Revetoile
In Wreck we thrust
#2652 - 2013-12-03 15:58:37 UTC
Baali Tekitsu wrote:
You are having a wrong approach on the matter.
Bring back old rapid missile systems, they were fine and buff the other medium missiles, so they are not worse than a roughly 220 DPS weapon system at doing their job, which would translate to buffing HAM and HM application and slightly buffring their damage. RLMLs certainly werent OP and just because they were better at killing Cruisers and other medium stuff than the other missiles tells us how ****** HAMs and HMs are. Taking the "if the others are ****, everything needs to be ****" approach isnt a good idea and the whole change was unneccesary.
And the argument that they shouldnt be able to butcher frigs is just ridiculous, they are meant to do exactly this.
Myu question was actually asking how they should be, according to you all who know so much about missiles, not how they currently are.

Stop considering one thing at a time, and please tell everyone what role and stats each medium missile system should have to be useful and not overlap on the others while not obsoleting turrets.
Dr Sraggles
The Covenant of Blood
#2653 - 2013-12-03 18:25:52 UTC  |  Edited by: Dr Sraggles
Dear CCP Rise,

Previously we have expanded on the concept of "User Metrics" to assess the acceptance and effectiveness of certain weapon systems and your intent on considering this at least in part when looking at ship/weapon system balance.

I ask that you and the community take a look at these metrics compiled from 12/1 to 12/3.

http://eve-kill.net/?a=top20


Now, it is my understanding that these are self reported metrics (I could be wrong) and so there would be an inherent bias in this statistical compilation. However, I would welcome your comments and as well, in the spirit of game balance and an open dialogue, ask what it is that you would dispute in the accuracy of these statistics?

In particular I would draw your attention to the "Rank Weapons" where we find the only missile system dead last in the Top 20 and it is the Light Missile II launcher, a frig class weapon.

Note that the RLML and RHML are nowhere to be seen as well as the ships capable of mounting these systems. Needless to say there is not a sign of HAMS or HML or any Caldari ship other than our fine frigates.

Note in the "Rank Ships" list that there is a significant outlier (Dominix) that indicates profound balance issues but the one shining light for Caldari is the Tengu. However as it's perceived weapons system (missiles) is nowhere to be seen apparently they are Rail Tengus which (apparently?) are used in Null Blob fleet doctrine per report.

Regardless, the point is that something missile was not fixed with Rubicon, it was further broken in fact if these metrics have validity. If I knew how I would search pre-Rubicon statistics and expect to find the "old" RLML high on the list if it was in need a such a dramatic nerf? My actual sense is that it was no where to be seen as compared to other light/medium weapons systems.

What exactly is being "fixed" with Rubicon? My humble user sense of things that I am left with is that RLML got nerfed because it was all we used, so it must've been too good without looking at the pathetic performance of missiles over all.

I welcome your feedback and that of any others that can shed light on these issues and how these lists are compiled as there appears to be a disconnect between ship success and weapons success that is not apparent to me.

best

ps. Maybe I have been listening to too many conspiracies theories about server issues in huge missile fights but maybe it is time to change them to a new class of weapons (the Photon Missile) that has extremely high speeds (like projectiles) to instantly apply damage but otherwise retain the explosion velocity and radius characteristics (brought into better balance) so that they can be used in large scale battles without their slow flight and numbers creating lag.

pps. List is updated regularly and can be followed throughout the month.
Zvaarian the Red
Evil Leprechaun Brigade
#2654 - 2013-12-03 19:57:59 UTC
Bouh Revetoile wrote:


And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ?
.


HMLs should excel against cruisers and be marginally effective against smaller targets. RLMLs should excel against frigs and destroyers and be marginally effective against larger targets. Right now, HMLs are only truly effective against BCs and above, while RLMLs are only truly effective against solo or maybe duo frigs not sporting heavy tank. In other words neither has any real flexibility, and are therefore purely niche weapons.
Moonaura
The Dead Rabbit Society
#2655 - 2013-12-03 20:00:03 UTC
That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).

Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.

So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.

This is the heart of what makes good balancing, surely?

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#2656 - 2013-12-03 20:01:21 UTC
Bouh Revetoile wrote:


And still nobody answered the only question I asked : what should be the roles and stats of HML and RLML to not overlap on eachother ?
.


There is no overlap. RLML are, as discussed over a 133 pages and counting - gimped.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#2657 - 2013-12-03 20:18:37 UTC


Buoh, you might want to look through the top 20 PvP pilots ship use. Please note all those Caracal's with RLML in there.

No no... I'm joking of course Roll

Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Zircon Dasher
#2658 - 2013-12-03 20:30:25 UTC
Moonaura wrote:


Buoh, you might want to look through the top 20 PvP pilots ship use. Please note all those Caracal's with RLML in there.

No no... I'm joking of course Roll

Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol



Since the top 20 list is such a great tool to tell us about weapon popularity it is nice to see HML's up.



How long were RLML Caracals in the top 20?

Nerfing High-sec is never the answer. It is the question. The answer is 'YES'.

Niena Nuamzzar
Royal Amarr Institute
Amarr Empire
#2659 - 2013-12-03 20:32:56 UTC
Moonaura wrote:

Buoh, you might want to look through the top 20 PvP pilots ship use. Almost all of them are using guns, and most of them are flying gallente. Given all that I and other have said to you, surely this is a crazy unfortunate coincidence surely? lol

He will reply that Capsule has a higher rank than Talos.
Arthur Aihaken
CODE.d
#2660 - 2013-12-03 20:38:58 UTC  |  Edited by: Arthur Aihaken
Moonaura wrote:
That is fascinating. But it also interesting given how high the Tengu use is (although it can use Blasters).

Regarding what I said about improving Heavy Missiles and nerfing the Tengu, I'm talking about tweaking the bonuses it would get with missiles. If the missiles themselves hit better - which is the fundamental issue with Heavy Missiles - then sure it makes sense that the Tengu would still be just as powerful, even with a tweak to its bonuses? So in fairness, its not a nerf that would stop their use, but just keep it where it is at.

So essentially what I'm suggesting is that Heavy Missiles are improved for all missile ships (because they are woeful at present), vs. stopping the Tengu becoming even more powerful.

This is the heart of what makes good balancing, surely?

Those are probably fleet railgun Tengus. The Tengu bonuses aren't that out of balance when you look at the new Cerberus:

Tengu: 5% kinetic damage, 7.5% ROF, 10% HM/HAM velocity (only)
Cerberus: 5% kinetic damage, 5% ROF, 10% velocity (all), 10% flight time (all)

Cerberus will run 6 launchers (10 equivalent with bonuses) vs either 5 launchers (10 equivalent) or 6 launchers (12 equivalent) on the Tengu. Since running a 6th launcher on a Tengu is really only for PvE, you're basically at the same DPS for a Tengu. So why exactly does it need to be nerfed into the ground again?

I am currently away, traveling through time and will be returning last week.