Nope. Not a game dev. Moot anyway, you don't have the numbers. 45% isn't changing anything.Do you know how to solve
YandereGirlfriend wrote: »The set cries out to be Disease Damage, yes.
YandereGirlfriend wrote: »randconfig wrote: »MincMincMinc wrote: »randconfig wrote: »The ability is rarely worth casting/slotting now for both PVP and PVE as it only lasts 2 seconds instead of 4, the base damage is near zero, and it has an abnormally low execute threshold of 20%. I think the execute threshold should be buffed to 33%, or the base damage should be increased.
I understand why, but we shouldn't be doing this type of adjustment.
The skill should be its 4s version and remain a unique playstyle. Making every skill the same boring copy and paste template playstyle is no different than making the whole game vengeance. There used to be a time in this game when different classes each had their own playstyle.
For example when warden came out they started gutting all of the unique sustain methods the base classes had and forced everyone to have a boring guaranteed over time sustain model. You know things like sorc used to stack max stats with little regen, instead of being a constant guaranteed model, it was more of a large cap deficit model. You would exchange resources to your max and then burn it down for a while and repeat.
Honestly, I agree. They should revert the duration nerf and leave the threshold at 20% hp. It was a unique execute, and it wasn't overpowered, especially compared with Templar beam execute which does insane damage...
You need to do SOMETHING with one of the redundant morphs, though. This is a classic scenario of two skills that do basically the same thing, neither of which is particularly strong or interesting.
The sustain morph needs to be turned into a spammable and/or a better actual execute ability for PvE (because this skill has always been dogwater for PvE and PvE Sorcs shouldn't be made to pay for the kill-stealing crimes of PvP Sorcs).