Hapexamendios wrote: »Should have just left it and cut the weapon damage bonus from
30 per stack to 15 per stack.
MincMincMinc wrote: »Hapexamendios wrote: »Should have just left it and cut the weapon damage bonus from
30 per stack to 15 per stack.
Or just not had the WD because the skill hits harder than most ultimates every 5s instead of every 30-40s. It could still lose the heal and would be worth running.
Hapexamendios wrote: »MincMincMinc wrote: »Hapexamendios wrote: »Should have just left it and cut the weapon damage bonus from
30 per stack to 15 per stack.
Or just not had the WD because the skill hits harder than most ultimates every 5s instead of every 30-40s. It could still lose the heal and would be worth running.
Every 5 seconds? That's something the vast majority of players cannot do imo. Maybe every 10 to be realistic.
My biggest problem with it is that it's replacing a unique buff with a common one. With the unique buffs disappearing everything is feeling too homogenized.
Here's the thing about the Merciless Resolve/Shadow Cloak changes: by nerfing Merciless Resolve, they're making nerfs based on multiclassing standards, and by removing major proph/sav from shadow cloak to give it to Merciless Resolve, they're still balancing around pure class logic.
Nerfing based on multiclassing standards but balancing around pure class logic will anger everyone and achieve nothing. You cannot make skill lines independently successful as mix and match candidates for every other skill line in the game and make them part of a functionally successful class package. These goals are mutually exclusive. You have to choose one goal or the other, because trying to straddle the line means you will fail at both.
All to say, Zenimax is going to need to embrace major/minor buff redundancy interior to pure class skill lines going forward, or they are always going to have unbridgeable stratification between A class skill lines (Herald of the Tome, Assassination) and C class skill lines (Shadow, Dark Magic.)
ketsparrowhawk wrote: »madmufffin wrote: »Savagery and prophecy doesn't move the needle at all. A lot of builds already use ardent flame because of how strong standard is and beyond that power pots and camo are extremely prominent. Doesn't move the needle at all when used in exchange of weapon/spell damage.
It makes it so that you don't have to make any hard build decisions. No need to find a source of major prophecy and ultimately sacrifice a bar slot or a potion for it.. it's already attached to your strongest ability. No sacrifice needed. Offers too much build freedom for a build that already has the most potent damage combo available. True many people would have used Assassination anyway.. but then they would have needed to go out of their way to find a crit buff.. but no more! They have all the freedom in the world to make any build decision they want.
Hapexamendios wrote: »MincMincMinc wrote: »Hapexamendios wrote: »Should have just left it and cut the weapon damage bonus from
30 per stack to 15 per stack.
Or just not had the WD because the skill hits harder than most ultimates every 5s instead of every 30-40s. It could still lose the heal and would be worth running.
Every 5 seconds? That's something the vast majority of players cannot do imo. Maybe every 10 to be realistic.
My biggest problem with it is that it's replacing a unique buff with a common one. With the unique buffs disappearing everything is feeling too homogenized.