WrathOfInnos wrote: »I think that change to Necromancer’s passive Death Knell was excessive. I think most would agree that 10% crit chance per Grave Lord skill in the current meta is a little high (where crit chance is generally low and crit damage is higher than ever before). However, I believe that back when Necromancer was first introduced the passive seemed balanced (on magcro at least, stamcro was powerful for other reasons).
In 2019 Necro crit damage was typically around 105-110% (from Elfborn, Shadow, Maj/Min Force). These days we have more (EC, Brittle, Khajiit, Backstabber, Maj Force buff) with 150% crit damage reasonably achievable. This means that in terms of power, crit chance is roughly 40% more valuable now, and 10% of 2019 crit chance would be equal to 7% of 2021 crit chance.
Th calculation above is assuming Shadow Mundus. Maybe Thief is more common currently, in which case crit damage drops to ~132% and 10% crit chance from 2019 would be equal to 8% crit chance now.
So maybe 7-8% crit chance per Grave Lord would be fair? But 4% is too low. Keep in mind this passive is Necro’s only form of execute ability.
Another way to look at it is by comparing to Nightblade’s crit chance passive: 2% per Assassination ability. Since Death Knell only applies to 25% of the fight, it could give 8% crit during this window and still average out to the same 2% crit chance as Nightblade. This also seems like a fair way to balance the passive.
4% crit chance with 25% uptime only averages 1% crit chance per Grave Lord skill. This has hardly any impact, and really waters down one of the most valuable and unique things about Necromancer. It also will homogenize builds since there’s very little diminishing return on the new crit peak, so everyone will just stack 5-6 Grave Lord skills front bar (previously builds would use 3-5 GL front bar to optimize crit on both bars, and it was dependent on gear choices).
Anyway, I believe 7-8% crit chance per Grave Lord ability would be balanced, without being overpowered, and retain the feel of the class “execute”.
techprince wrote: »Title.
grumpy_pants95 wrote: »techprince wrote: »Title.
I personally don't agree with it being too harsh. Necro gets more crit chance in execute phase than others. It's literally an extra bonus other's don't get. I think 10% was too much per skill considering it made a massive difference in how Necro performed overall in trials/dungeons compared to others; with that being said 4% i think it's only fair to balance the power Necromancer's hold.
grumpy_pants95 wrote: »techprince wrote: »Title.
I personally don't agree with it being too harsh. Necro gets more crit chance in execute phase than others. It's literally an extra bonus other's don't get. I think 10% was too much per skill considering it made a massive difference in how Necro performed overall in trials/dungeons compared to others; with that being said 4% i think it's only fair to balance the power Necromancer's hold.
But wasn't that because magcro was lacking in execute abilities?
4% is harsh and I hope it won't go live, but if it does, meh; will still pull around 70% crit chance (when enemies are at or lower than 25% health).
Maybe you're right, although a 5% crit chance would be nicer. As long as I don't have to waste mundus choice or having to use the precise trait on my main weapon and still be over 60% crit, I'm ok.
Maybe you're right, although a 5% crit chance would be nicer. As long as I don't have to waste mundus choice or having to use the precise trait on my main weapon and still be over 60% crit, I'm ok.
grumpy_pants95 wrote: »techprince wrote: »Title.
I personally don't agree with it being too harsh. Necro gets more crit chance in execute phase than others. It's literally an extra bonus other's don't get. I think 10% was too much per skill considering it made a massive difference in how Necro performed overall in trials/dungeons compared to others; with that being said 4% i think it's only fair to balance the power Necromancer's hold.