I have to be honest, I'm really disappointed about new math, dps can be just 10% less than before, but we have to remember that in pvp terms the dps means nothing if not on an afk player. There are some schools that to be effectives must be used doing a crazy work trying to stack skills much as possible instead of spamming them, and yes they could oneshot someone with really low hp (for example with brittle brawn equiped) but considering the fact you had to run and defend yourself from ccs/stuns to stack them was just fair. This math created an important disavantage to these schools with a big range between lowest and highest damage and no cc/stun/debuff. Now stacking for example a stone arrow 5x does something like 70% less damage than before R50. The average damage with 5x stacked stone arrow was around 400 and now, i'm lucky if i can hit more than 100 with it and the average damage of 1x stone now is something like 50 damage from around 200 in R49. Anyway this is part of a larger problem, death school now seems pretty unuseful considering the fact they heal themself often just using death skills and with this damage reduction, heals are pretty inconsistent. In my opinion balancing means give something unique and useful to every tree in game (magic and physical) and not putting on equal footing some trees and giving advatanges to anothers based on who complains more or less. We have to keep in mind who is the player that feels something unbalanced and is asking for nerfs cause sometime the problem is just the player and not the game balance. Sometimes is just better don't exaggerate especially while nerfing or boosting something, and here, i'm sorry but this happened too often. A perfect example is the abyss between polearms and bludgeons. There was a time when i wrote a thread just to help others to understand that all was perfectly balanced, i tested all skill trees in game (especially in pvp) and i was pretty proud and sure about it. After that, things changed, release after release, bringing the game to the complete imbalance we are witnessing now. Many who complained asking for balance when the game was already balanced never flagged pvp themself but they have been listened like authority. Now losers are winners and winners probably will left the game or will adapt using the uber build of the month. I went to SotA cause the combat was really skill-based but now i feel like all can make same things regardless of their irl skills and reflexes, we're all identical if not one uber tree and doesn't matter if you're fast, if you pratice everyday using all ur free time, if your character is well structured, if you stack your skills or play better than another. In any kind of 2v1 or more you're bound to die cause with new math 2 ppl does more damage than 1 exactly like 2+2=4 or better 2>1 and in pvp as i always said this is the worst thing that can happens. PS: I seen many matches in R49 ending up with naked fighters cause they over the time during virtue league, i can just imagine what will happens next saturday. A game with long and unrealistic fights combined with low damages is not fun at all and makes players feel unsatisfied. I'm not the one who like complains but this time we crossed the line between improving and ruining the game. I have to admit i'm really sad about that. PVP is a science , not math.