Cooperharley wrote: »(MOST effective tactic available)
MudcrabAttack wrote: »Usually when these summer patches hit there’s a huge crowd of people grinding to get the latest thing. This might be one of the rare patches where lots of people won’t grind for anything, since DPS builds don’t seem to be changing.
Indeed. I have beef with a few other abilities, but nothing comes close to Fighter's Guild passives and being 'forced' to have Trap, Dawnbreaker etc.Finedaible wrote: »I think what op means is that the Slayer passive is just too good to pass up on many builds to the point that Fighter's Guild skills feel like the only good choices. Nearly every single optimized build has at least one FG skill like Barbed Trap on it for this reason. 20s Minor Force, potent bleed dot, and 3% weapon spell damage? Why wouldn't you slot Barbed Trap?
I'd love to have some explanation for why all the grimoires do less damage than skills already in the game.
Especially for skills like wield soul which is a spammable and has no beneficial passives.
Clearly this is a choice the devs have made. it's not an accident. Why have they decided to make the system under powered?
Or, you know, they could balance stuff better. As for dawnbreaker, I disagree, there are tons of options one could go for more utility, an emergency heal, dmg reduction etc. ANYTHING (even if situational) other than something that just sits there for its passive -- I'd take. The existence of Slayer & Dawnbreaker for what feels like a decade with no other options screams bad design and there's no room for arguing there.Edit: Also, on the topic of dawnbreaker, no matter what you slot there it's going to be a passive skill unless you're a nightblade or a warden anyways. You can't use both ults and almost all damaging ults are AoEs, there's no reason to have 2 usable ults as a DPS (except as a nightblade or a warden).
Not talking about removal. But slayer should be changed. The keyword in all this is options.In both cases however we shouldn't advocate for Barbed Trap and Dawnbreaker to be removed but for more efficient options in certain cases, with certain classes, and with certain group compositions to be available. Dawnbreaker should still be the best option in some cases, but not in all cases.
The problem with Barbed Trap is that there just isn't a better way to proc Minor Force. It's either Trap, Accelerate, Stalwart Guard or Dark Deal. Of those Trap is the only one that deals damage. Not only does it deal damage but it also happens to be 1 of the strongest DOTs in the game.
There are also a number of sets that give Minor Force but why would you waste a 5 piece bonus that could be something like Pillar or Rele for Minor Force when 1 of the strongest DOT skills in the game already provides it?
The solution here would be to have better alternatives to gain Minor Force than what we have now. For a long time Necro has been missing group utility so changing one of its passives to give group wide Minor Force is an option. Giving some class spammables Minor Force for a short duration like 3-5 seconds is another.
As for Dawnbreaker the problem here is with how the ultimate system works. You can slot 2 ultimates but they both use the same resource. Furthermore when you cast an ultimate you use all of your ult points no matter what the cost it. So even if you have 2 ults slotted you're always going to use the stronger one because both would bring you down to 0 ult points. Therefore the most efficient way to build is to have the weaker ultimate be a bar buffer beccause it serves no other purpose in combat. Dawnbreaker just happens to give you the most raw damage for slotting it at no extra cost compared to other possible options so that's what every damage dealer uses.
The solution here would be to give more passive damage options for other ultimates. Some class ones already do this like Nightblades and Necros giving crit chance but neither give as much damage as Dawnbreaker. So why then would you slot collossus or incap? Another alternative is to have a system where an ultimate's cost would be reduced if it's slotted on both bars.
In both cases however we shouldn't advocate for Barbed Trap and Dawnbreaker to be removed but for more efficient options in certain cases, with certain classes, and with certain group compositions to be available. Dawnbreaker should still be the best option in some cases, but not in all cases.
The problem with Barbed Trap is that there just isn't a better way to proc Minor Force. It's either Trap, Accelerate, Stalwart Guard or Dark Deal. Of those Trap is the only one that deals damage. Not only does it deal damage but it also happens to be 1 of the strongest DOTs in the game.
There are also a number of sets that give Minor Force but why would you waste a 5 piece bonus that could be something like Pillar or Rele for Minor Force when 1 of the strongest DOT skills in the game already provides it?
The solution here would be to have better alternatives to gain Minor Force than what we have now. For a long time Necro has been missing group utility so changing one of its passives to give group wide Minor Force is an option. Giving some class spammables Minor Force for a short duration like 3-5 seconds is another.
As for Dawnbreaker the problem here is with how the ultimate system works. You can slot 2 ultimates but they both use the same resource. Furthermore when you cast an ultimate you use all of your ult points no matter what the cost it. So even if you have 2 ults slotted you're always going to use the stronger one because both would bring you down to 0 ult points. Therefore the most efficient way to build is to have the weaker ultimate be a bar buffer beccause it serves no other purpose in combat. Dawnbreaker just happens to give you the most raw damage for slotting it at no extra cost compared to other possible options so that's what every damage dealer uses.
The solution here would be to give more passive damage options for other ultimates. Some class ones already do this like Nightblades and Necros giving crit chance but neither give as much damage as Dawnbreaker. So why then would you slot collossus or incap? Another alternative is to have a system where an ultimate's cost would be reduced if it's slotted on both bars.
In both cases however we shouldn't advocate for Barbed Trap and Dawnbreaker to be removed but for more efficient options in certain cases, with certain classes, and with certain group compositions to be available. Dawnbreaker should still be the best option in some cases, but not in all cases.
You pretty much summed up what I have in my head about the game and the state of combat. This community will never accept such a change, or at least the few people that post around here and give us this impression. Big changes need to happen if the game is to survive, until then.. I'll gladly take a couple more option.If we want meaningful change, we need to be able to accept a massive change to the way combat is done in this game. The only way this happens is be removing the infinite sustain and moving to a more traditional absolute values matter approach where you can actually be tapped or run out of resources. You also need to have it where people that can heal can't DPS and so on...
Until then, it is just an illusion of what generally available skill is meta that I will slot in my very limited choice-bar.
I'd love to have some explanation for why all the grimoires do less damage than skills already in the game.
Especially for skills like wield soul which is a spammable and has no beneficial passives.
Clearly this is a choice the devs have made. it's not an accident. Why have they decided to make the system under powered?
I'd love to have some explanation for why all the grimoires do less damage than skills already in the game.
Especially for skills like wield soul which is a spammable and has no beneficial passives.
Clearly this is a choice the devs have made. it's not an accident. Why have they decided to make the system under powered?
I guessing it's because of PvP. You can't add in anything that increases dmg or PvPers start getting upset, so here we are. I honestly wish they would have used this opportunity to code these skills for either/or scenarios where the skills affect players and NPS in different ways. It would go a long way toward allowing PvE its usual dmg creep while appeasing PvPers.
The problem with Barbed Trap is that there just isn't a better way to proc Minor Force.
Chilly-McFreeze wrote: »The problem with Barbed Trap is that there just isn't a better way to proc Minor Force.
According to the scribing simulator I have seen there is only 1 scribing skill, that allows minor Force as an Affix. Ulfsild's Contingency, which can also has a DoT signature and fire focus. However, I haven't further explored how much dmg it does. Someone tested this? But I guess it would've already been mentioned here if it was worth any consideration.
They should just give a whole third bar. 5 more choices plus ulti.
They should just give a whole third bar. 5 more choices plus ulti.
No, they need to delete the buff system so you pick skills for what they do instead of the buffs they provide. The buff standardization failed miserably, just look at necro. Irrelevant cause it doesn't have access to as many buffs and debuffs. Delete the need to slot things just to have certain buffs to meet base line power levels and watch bar space free up.
Alternatively they could just add a passive slotting system and remove them from active skills.