Divinity Probably does need a change, thinking about it…
Before last week I never really gave Div a second thought in the sandbox. It’s almost mandatory use for dps phases has become so normalised it’s become difficult to actually take a step back and realise how mandatory it is to do encounters optimally.
So first off, no one likes using it. There’s a reason everyone calls it “div b**ch”, because no one wants that role in raids. You do the worst dps yet you are the most important factor for damage. That’s unrewarding.
Second, divinity is much more than just the debuff it applies. It is the best overload weapon and that utility will always be there. Also, and most importantly, the crit bubble itself which on its own is under appreciated, is another huge bonus with the weapon.
My suggestion would be to simply reduce the debuff on the weapon from 25% to around 5-10%. This would introduce a trade off in a 6 player raid.
At the moment with a 25% damage buff, mathematically you will always be doing more overall damage with div than without it in a 6 player team, despite the div user effectively forfeiting their own damage.
With only a 5-10% damage buff, it means that a 6 player team using div, one player of which is sacrificing their own dps, will actually result in lower total dps in a damage phase.
So then the decision becomes: do you not use div and instead have 6 optimal heavy weapons in use for bigger damage but with higher risk as there’s no massive crit bubble (higher skilled higher reward play), or do you use a div and have a safer dps phase with a massive crit spot but do less overall damage?
And even so, you would still need to apply strategy in deciding which option would be best for which encounter. For example, Oryx has a massive crit spot and is stationary - equals div not necessary. On the other hand you have Rhulk, super mobile, hard to hit crit spot - equals div probably still a good idea.
Well that’s my thoughts anyway.
**braces for backlash for expressing an opinion**
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