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bring back inner beast

luchtt
luchtt
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Inner Beast, before update 41, granted a 10% damage taken buff to the enemies you have taunted with it.

It was changed to applying minor vuln and maim, which are disgustingly common useless buffs. as such this morph was basically deleted from the game.
The justification was that DPS were using it to gain damage, sure. not a terrible justification but this skill really was just primarily used by solo players to great effect. Also, if we're gonna talk about dps being incentivized to taunt for dps, then why is the first skill of Arcanist's soldier of apocrypha a taunt (seriously this is so annoying in group play with new arcanist players lol). It had no REAL ''op'' use in group content aside from very niche strategies, and also allowed tanks to deal damage in optimized nuke strategies or scorepushes. Risk/reward.

While I disagree with the justification of the nerf, I still think there's a better way to reintroduce this power for solo players and tank players without the ''dps players greeding for dps by taunting the boss'' thing: Scribing

I propose a Signature script that has the tooltip as follows:
"Enemies take 10% more damage from your attacks, if they are aggro'd to you" (I don't know the tooltip name of aggro'd though since no tooltip uses it afaik)

This works because, as a stand-alone skill, inner beast was pretty strong, but now if a DPS would want to use this in group content, they'd also additionally have to slot a taunt, at which point it is no longer worth slotting. It makes it possibly worth it for tanks to slot, since they'd be taunting anyway and therefore have aggro. And, importantly, it would restore the solo-usage of what used to be inner beast's job. since in solo, every enemy is aggro'd to you it would always work unless you have a companion or pet.

It's not really relevant to this patch, but I really hope the devs can take this into consideration. the loss of inner beast was a massive blow to the damage of solo players, and it's real use case (so, not the dps taunting in dungeons etc) was not really overpowered or problematic by any means (even in my scorepush strats solo strats, it was roughly on par with a 20s dot, just as a more burst oriented option rather than DoT. cast and damage wise, it was effectively a burst dot depending on your own damage)
  • luchtt
    luchtt
    ✭✭✭✭
    Although as a quick note, I would up the damage to 12 or 13%, perhaps even 15%, to off-set the fact that Signature duration scripts are 10 seocnds instead of 15 seconds, but either way I think the re-introduction of this type of skill in the power budget of solo players doesn't hurt anyone, and allows for tanks to also once again have opportunity to sacrifice a bit of tankiness for more damage.
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