MudcrabAttack wrote: »The changes to proc chance are erasing anything cool about the status changes, especially in PVE as far as I can tell.
Someone mentioned full charged traits are going to be a thing, but only in the endless archive as far as I can tell. Outside the archive what used to be around 3% flame and 3% poison (dual wield equipped) is getting closer to 1-1/2 or 2% on just single target fights. In AOE it drops off a lot. Disease AOE damage in PVE fighting is a laughably tiny amount of damage. You might as well go with precise and not build for status effects anymore
MudcrabAttack wrote: »The changes to proc chance are erasing anything cool about the status changes, especially in PVE as far as I can tell.
Someone mentioned full charged traits are going to be a thing, but only in the endless archive as far as I can tell. Outside the archive what used to be around 3% flame and 3% poison (dual wield equipped) is getting closer to 1-1/2 or 2% on just single target fights. In AOE it drops off a lot. Disease AOE damage in PVE fighting is a laughably tiny amount of damage. You might as well go with precise and not build for status effects anymore
what? literally every parse i've seen from PTS is running full charged.
MudcrabAttack wrote: »The changes to proc chance are erasing anything cool about the status changes, especially in PVE as far as I can tell.
Someone mentioned full charged traits are going to be a thing, but only in the endless archive as far as I can tell. Outside the archive what used to be around 3% flame and 3% poison (dual wield equipped) is getting closer to 1-1/2 or 2% on just single target fights. In AOE it drops off a lot. Disease AOE damage in PVE fighting is a laughably tiny amount of damage. You might as well go with precise and not build for status effects anymore
what? literally every parse i've seen from PTS is running full charged.
Billium813 wrote: »I like the design DIRECTION of Hemorrhaging, but the current implementation doesn't feel complete. The big issue is sourcing Bleed Damage and procing Hemorrhaging for stacks.
I agree that 1 Bleed source should not be enough to get to 3 Hemorrhaging stacks. Barbed Trap alone should not be enough to get max stacks alone. Fair. However, with both Carve and Barbed Trap, it's still almost impossible to get more then 2 stacks. 90% of the time, it's ALL riding on the Barbed Trap guaranteed Hemorrhaging stack.
Ok, so add more Bleed sources, so you can get more chances to proc Hemorrhaging, right? Ok... add what then? For non-Warden classes, what do you use? Ah, 5 piece sets. Just use Unleashed Terror to get stacks. Why would I burn a 5 piece set just to get to 3 stacks? Adding a Skill, or using an Enchantment, or even a Weapon trait. These are minor concessions if you really want to get to 3 stacks. But not a whole set.
The intention of the new Hemorrhaging design is to reward players that can maintain the stacks. It's a good intention, but we need more sources of Bleed damage to make it possible for players to even get there with gameplay, without having to completely remake their entire build just to get back to where we were
----suggestion----
Make LA w/ Daggers, Swords, Greatswords, and Bows deal Bleed Damage (10% base chance for Hemorrhaging for Single-target direct attack), with HAs always applying the Hemorrhaging status effect
Make LA w/ Axes, Maces, Battle Axes, Mauls deal Physical Damage (10% base chance for Sundered for Single-target direct attack), with HAs always applying the Sundered status effect
With this change, the focus is placed on gameplay and weapon choice, NOT on simple build and Skill choice. Have melee builds perform the same way that Destro Staves deal different types of damage. Reward players for melee gameplay choices (weaving, using HAs).