Another classlead round, another thread to discuss more changes that we want to make.
Raksha Band: Still ****, still needs fixed. I think there are two changes I will push for next time:
These changes are to limit the "I can't die, so I can raid non-stop without losing anything" and the "I can get back in any time I want unless you have guards and traps over this specific room that's anywhere in the city that I please" abilities that the band currently possesses. I'd like more changes, but these are the ones I think stand a change of getting passed at this time.
Prismatic Barrier: Here's team combat lately. You hit the target, you hit the target, haha, barrier. Switch targets, hit the target, hit the target, haha, barrier. Repeat ad nauseum. If you don't have 100% CC uptime, this is basically impossible to prevent, and AM has the only truly reliable way to break a barrier. We need more ways to break barrier.
Demoncalm: There is no longer a need for specific anti-demon skills of this type. The classes with demonic pets are balanced around getting to use them, and the main effect of this is just to add ~5.5 seconds to every doppleganger attack against AM as I summon it back, banish it, resummon it, repeat. Dopplegangers have <300 health and they can be crit on top of that. There is no need for a specific skill to peace them.
Flare: Runeguards couldn't get elemental damage etchings, because it might be "too powerful" with Sowulu. Similarly, Deathknights are limited to passive Soulquench procs, which must be manually activated and lasts a very short time. Why is it that Templars get:
It's cool when a Templar uses a minimal setup 250+ damage on-demand blast combo but overpowered for anybody else? Hell, Templars had the biggest no-prep single-target burst in the game already and this round of classleads gave them more.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Comments
the claims are stated - it's the world I've created
the claims are stated - it's the world I've created
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
To make this worse, the distribution of active (and passive) healing is terribly inconsistent, if not incoherent. One of my favorite quotes from the beta is that "The soulstorm classlead is pending because malignists already have a passive heal and don't need another." So wait, why then do these classes get it?
I applaud lowering the 'tank' of the game. This is awesome and necessary for an adequate baseline. Do you have any plans of toning back the damage (globally) that was designed to deal damage in the age of tank? As a follow up to that, Templar is one of the tankiest classes in the game. In the beta they were referred to as fragile, which is simply not the case. What are we using as benchmarks of tank? High con? Damage reduction? Regeneration? What metrics are you using? What's with predators, why are they so mind numbingly tanky with 2-3 types of health support?
the claims are stated - it's the world I've created
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
You switch targets when someone else starts getting actively healed or ignite them.
Vigour, hands, priestess should be a flat 20% mana expenditure. Done.
That's not skillful. My cat can and has done that. He also eats his own poo. If you're going to remove everything that "blocks" a skill, you need to slow that skill down or give it a notable cost (not essence/devotion).
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I don't mind damage alternatives being viable. They should always be viable. I mind them being the only thing that's viable, though, because you shouldn't have to be an affliction tracking hero to contribute meaningfully to fights.
The G-Bot was a great thing because it made fighting accessible to everybody, even those who didn't want to invest all that time and all that work into writing a full up combat-healer. Transferring the same coding burden back over to the offense would be a mistake.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
How legitimate an issue is it though?
By that I mean, at what point is it impossible to damage someone out looping hands/priestess/vigour?
I'd not base anything off of someone like Eldreth for instance. Sarrius on the other hand I'm pretty sure two people could damage out pretty easily with him looping hands. I'd need to actually test though.