Avran_Sylt wrote: »@TheStealthDude
I do agree that Crit Charge is nice for the "burst damage" identity. What I do not like about it is that it adds the addendum - " from 22m away"
For cleave, I've done some thinking, and decided instead to have the Harvest one replace the Minor Heroism Morph (since One hand and shield can carry that with low slash's morph) such that you could choose from a damage shield (defensive) or increased damage done to high health targets (Offensive)
I think the 2H spammable should have empower, since it would make it more beneficial for that weapon class to no longer light attack weave after every single ability, but make it be different in having short chains of abilities. and the Heavy attack minor empower passive , I'm on the fence about.
I don't like these changes at all, and I'm a 2h fanatic. In my opinion, you're overdoing it with massive changes to too many abilities.
Here's what I'd like to see:
Uppercut and morphs made instant. Slight damage reduction to keep them balanced. Dizzying swing should apply minor fracture to give it alternative utility compared to wrecking blows empower.
Brawler is fine as-is, it's useful as a survivability tool. Carve should be reworked to apply a much higher damage over time bleed to all targets around you instead of just a frontal cone.
Forward momentum should provide an increasing damage buff over the duration: applies,majority brutality on activation and then increases your weapon damage by 2% each second over the 20 second duration. Reactivating the ability would reset it to the start. This would make it a preferred alternative for damage dealers at endgame that don't need as much focus on self healing.
If critical charge is going to be changed at all, I'd like to see it work more like the charge that npcs use; you charge forward 20 Meters knocking down anyone in your path. Having it add a large aoe bleed dot for one of the morphs would pair really well with the change to carve and the newish reverse slice as methods of aoe damage.
Remove: Critical Charge (since all Classes have their own gap closer, also remove shield charge), to be replaced with a different skill
Avran_Sylt wrote: »
Comments? Ideas? Suggestions?
Avran_Sylt wrote: »
Remove: Critical Charge (since all Classes have their own gap closer, also remove shield charge), to be replaced with a different skill
Avran_Sylt wrote: »@TheStealthDude
The thought about the Empower spam is certainly of a concern. the reason I wanted to add it in was to promote more skill chaining. but having a 0.6 second channel may indeed be too short and cause it to become more overpowered. It'd needs some testing and refining for sure.
Yeah, the AoE potential isn't bad on the 2H, if there are only three enemies in front of you. issue being in PvE where there can be seven or more.
Would you be able to link the idea to change heavy weapons passive change?
Avran_Sylt wrote: »
Comments? Ideas? Suggestions?
i think its a bad idea.
I dont think its based on a solid premise - that these weapons not have significant differences in what their strengths are.
right now as you point out due to burst and gap close 2H is good in PVP while for sustain dps group/trial play DW wins out in that narrow slice of PVE.
i think we can both agree that for muc of the other content, each is viable.
So, we have DW being preferred for a small slice of PVE and 2h being preferred for PVP each often in tandem with bows.
nothing is best everywhere and each is best somewhere.
That sounds like balanced.
if you succeed in getting it so that the choice between 2H and DW is not going to affect performance results in either of those two slices of content then the choice will really not matter. Either choice, result the same.
So why in that case would someone choose to spend twice the tempers and more gold to run dw if they can use half the tempers and get as good results everywhere with 2H? Or wat would be the advantage in learning both skill lines - spending the extra 20ish skills to make your character able to perform well if either DW/bow and 2H/bow builds are needed?
IMO the more significant the difference between "choice a" and "choice b" and the more that choice impacts the play in certain niches or narrow slices of the content that is available - the better. It means you make meaningful choices instead of just getting cosmetics animation differences disguised as "choices".
heck, i would love it if there was more reworking to make "the right tool for this content" being far more the norm than it being a "just run this one or two meta builds" is.
if it were up to me, the build you would want for optimal play vs City of Ash would be vastly different from that you want for optimal play vs Fungal Grotto or Selene's Web.
Some people may see "but in this narrow slice of content, this choice is not as good as others" as a flaw needing to be corrected but i see it as a good design choice.
Here's an idea, just going off what was said about riposte:
Counterattack:
Instant
Strike an enemy for X physical damage. This ability does 100% more damage against enemies that have hit you with a melee attack in the past 5 seconds.
Morph: riposte
New effect: blocking an attack increases the damage bonus to 200%.
Morph: retaliate
New effect: deals area damage around you, dealing 50% more damage to each enemy if they have hit you with a melee attack in the past 5 seconds.
That could be an interesting ability, though I'd put it in the 1h/shield skill tree personally
The blocking thing is because "blocking" with a 2h weapon in this game is basically parrying.
Personally I'd like to see 1h/shield get more damage options. Soloing as a tank is a major pain at times, and it would make a lot of sense for the shield line to get an ability that deals more damage as you get attacked.
They tried to go that way with power slam but it really didn't work out.
TheStealthDude wrote: »Avran_Sylt wrote: »
Comments? Ideas? Suggestions?
i think its a bad idea.
I dont think its based on a solid premise - that these weapons not have significant differences in what their strengths are.
right now as you point out due to burst and gap close 2H is good in PVP while for sustain dps group/trial play DW wins out in that narrow slice of PVE.
i think we can both agree that for much of the other content, each is viable.
So, we have DW being preferred for a small slice of PVE and 2h being preferred for PVP each often in tandem with bows.
nothing is best everywhere and each is best somewhere.
That sounds like balanced.
if you succeed in getting it so that the choice between 2H and DW is not going to affect performance results in either of those two slices of content then the choice will really not matter. Either choice, result the same.
So why in that case would someone choose to spend twice the tempers and more gold to run dw if they can use half the tempers and get as good results everywhere with 2H? Or wat would be the advantage in learning both skill lines - spending the extra 20ish skills to make your character able to perform well if either DW/bow and 2H/bow builds are needed?
IMO the more significant the difference between "choice a" and "choice b" and the more that choice impacts the play in certain niches or narrow slices of the content that is available - the better. It means you make meaningful choices instead of just getting cosmetics animation differences disguised as "choices".
heck, i would love it if there was more reworking to make "the right tool for this content" being far more the norm than it being a "just run this one or two meta builds" is.
if it were up to me, the build you would want for optimal play vs City of Ash would be vastly different from that you want for optimal play vs Fungal Grotto or Selene's Web.
Some people may see "but in this narrow slice of content, this choice is not as good as others" as a flaw needing to be corrected but i see it as a good design choice.
I don't see "one being good for PvP and one being good for PvE" as a good design choice at all. That simply just limits what is competitive in each of those areas and therefore limits choices to be competitive.
I don't want 2H to be just as good as DW for PvE, I simply want it to not be a as huge of a drop off as it is now, with some advantages over DW for certain situations (and vice versa).
Avran_Sylt wrote: »
I want 2H to be just as good as Dual wield when choosing the high dps combo rotations. I want Dual Wield to focus on fast lower damage attacks, light attack weaving, sets, enchantments, bleeds, and Large radial AoE, while dealing higher damage to weaker targets. A weapon class that utilizes more tools.
I want 2H high DPS combo rotations to focus on slow, High Direct Damage attacks, Combo Chaining, and smaller AoEs, while dealing more damage to high health targets. A weapon class that utilizes raw power.
I want them to be equal in terms of dps output, but different in how they apply that dps.
Since 2H currently has a focus on Buff/Debuff management, it makes it too much of a beast in PvP to allow high damage rotations in PvE that focus on using the abilities in the weapon skill tree.
TheStealthDude wrote: »Avran_Sylt wrote: »
Comments? Ideas? Suggestions?
i think its a bad idea.
I dont think its based on a solid premise - that these weapons not have significant differences in what their strengths are.
right now as you point out due to burst and gap close 2H is good in PVP while for sustain dps group/trial play DW wins out in that narrow slice of PVE.
i think we can both agree that for much of the other content, each is viable.
So, we have DW being preferred for a small slice of PVE and 2h being preferred for PVP each often in tandem with bows.
nothing is best everywhere and each is best somewhere.
That sounds like balanced.
if you succeed in getting it so that the choice between 2H and DW is not going to affect performance results in either of those two slices of content then the choice will really not matter. Either choice, result the same.
So why in that case would someone choose to spend twice the tempers and more gold to run dw if they can use half the tempers and get as good results everywhere with 2H? Or wat would be the advantage in learning both skill lines - spending the extra 20ish skills to make your character able to perform well if either DW/bow and 2H/bow builds are needed?
IMO the more significant the difference between "choice a" and "choice b" and the more that choice impacts the play in certain niches or narrow slices of the content that is available - the better. It means you make meaningful choices instead of just getting cosmetics animation differences disguised as "choices".
heck, i would love it if there was more reworking to make "the right tool for this content" being far more the norm than it being a "just run this one or two meta builds" is.
if it were up to me, the build you would want for optimal play vs City of Ash would be vastly different from that you want for optimal play vs Fungal Grotto or Selene's Web.
Some people may see "but in this narrow slice of content, this choice is not as good as others" as a flaw needing to be corrected but i see it as a good design choice.
I don't see "one being good for PvP and one being good for PvE" as a good design choice at all. That simply just limits what is competitive in each of those areas and therefore limits choices to be competitive.
I don't want 2H to be just as good as DW for PvE, I simply want it to not be a as huge of a drop off as it is now, with some advantages over DW for certain situations (and vice versa).
First, the misdirection of "one being good for PvP and one being good for PvE" - cant let that go unchallenged. For tons and tons of the PVE content in this game 2h is a good choice. You can complete successfully just fine the vast majority of the PVE content. The narrow slice of content where DW has a significant edge i preference based on performance is group/trial endgame PVE for DPS - thats it. You are talking about a rather narrow slice of pve content and pvp content (which seems to be a narrow slice of the overall play in its own right.)
So what we are talking about is that there is some bit of content where DW is better for certain roles and some bit of content where 2H is better for some content - not the whole of PVE DW is king and 2h is absent.
then we get to what i always love - the two-step double shuffle dodge...
"I don't want 2H to be just as good as DW for PvE, I simply want it to not be a as huge of a drop off as it is now, with some advantages over DW for certain situations (and vice versa)."
What do you want to do then?
The choices for DW over 2H in the narrow slice that is group/trial endgame pve is based off performance, based off results, driven by the take what gives you the better outcomes decision-making. these are also typically leaderboard things with rewards based on performance.
if you look at discussions on these, you will find crunching down to fractions of percentage points in DPS and even a couple percentage points in DPS net will make a great deal of difference in the preferred outcomes.
So when pushed the knee jerk is always the "dont want them to be as good" followed by some vague and unspecified non-goalpost. often its "good enough" but as we see here it can also be something even more nebulous in "not as huge of a drop off."
Your goal is so vague it can literally be achieved by adding one single point of damage every 30s to 2h weapons.
But obviously thats not your intent. You want more than that.
of course, also equally nebulous is "I don't want 2H to be just as good as DW for PvE" cuz that could be reached by making 2H produce the same results as DW except for losing 1 point of damage done every 30s.
you have firmly set your escape clause between tyhe bounds of nebulous and ill-defined.
How close to DW in sustained DPS for PVE group/trial endgame content do you want to get 2H to be?
How close to 2H's burst DPS (and the other more relevant for pvp factors and solo pve content) do you want DW to be?
Is 99% good enough?
is 95% good enough?
is 90% good enough?
I think frankly that for those making performance based decisions for leaderboard style content at that end with rewards hinging on results - even a gap of 1% maybe 2% is enough that you wont see the "diversity" suddenly flying out the buttocks of rainbow unicorns.
i think a change which leaves 2H "not as good as" DW for that PVE slice and which raises DW up for PVP but still leaves it "not as good as 2H" is not gonna convince folks to start changing around their gear and golding up new stuff to be "not as good as i am."
more to the point, i think whatever place you decide to stake your "not as good as" to be it wont put DW far enough from 2H to outweigh the "i already know DW (or 2h) and do it well so why swap to something i know less." skill and experience based impacts.
But really, where in between nebulous and ill-defined do you set you goals?
What is the magical percentage or shortfall of "not as good" that you feel will change people\s kinds as to what they choose to or prefer to run but wont be so close as to make the differences pointless in results?
99%, 95%, 90%, 75%... pick a number thats the magic bullet for diversity where "not as good" meets "good enough"?