CoolBlast3 wrote: »Make it so it affects abilities of -all- classes, but that on subclassed lines it only affects DoT class abilities. On necro it still affects all however. This way you reduce its effectiveness in the case of Arc beam and other broken combos, whilst still allowing for DoT play-ability in subclassing
CameraBeardThePirate wrote: »CoolBlast3 wrote: »Make it so it affects abilities of -all- classes, but that on subclassed lines it only affects DoT class abilities. On necro it still affects all however. This way you reduce its effectiveness in the case of Arc beam and other broken combos, whilst still allowing for DoT play-ability in subclassing
This is already how it works. Sacrifice affects all DoTs and all Necro class abilities. This includes DoTs from other classes already.
It should still get a buff though.
Please keep in mind that many of the updates related to classes and abilities are with Subclassing post-U46 in mind.
With most of the attention understandably shifting to class balance, I'd like to suggest some changes to the Vampire line that might help fill gaps as some subclassed combinations lack essential buffs, providing named buffs to this line would help with that.Vampire
- Mist Form
- Blood Mist: This could use Major Brutality/Sorcery, would also be great if the damage was brought up a bit, for example, Deadly Cloak functions similarly, has the same range and duration, but deals more damage that is increased even further by the Dual Wield passives, Blood Mist deserves to be on par with that.
- Elusive Mist: The buffs on this skill should definitely last longer, 4 seconds is way too low to make it a viable source for them.
- Blood Frenzy: This skill really fails to compensate its own drawbacks, especially in group content, as it completely block you from not just being healed by others, but also from getting buffs triggered by overhealing like Major Courage from Spell Power Cure — which by itself gives you more damage than Frenzy. It would be nice if while unhealable any ally heal would automatically considered an overheal, and this skill could use a named buff like Minor Force — we seriously need alternatives to Barbed Trap.
- Eviscerate: This skill and morphs are the best thing on this line, but it would be nice if it had Major Prophecy/Savagery while slotted.
- Blood for Blood: Just like my suggestion for Frenzy, the unhealable portion of this skill should make blocked healing from allies count as overhealing. This would ensure that even while you're unhealable, you can still benefit from sets with overhealing-based effects.
- Vampiric Drain: This is one I rarely see on tank setups, it could definitely get some love — maybe give it some kind of blood damage shield if it overheals, some defensive named buffs would be nice too, like Minor/Major Vitality, Toughness or Protection — any of those would help.
- Mesmerize: By far the most forgotten skill in this kit, I do like the concept and looks though, wish something new was done to it, like giving it Major Timidity if the stun hits, it's a debuff with no sources in game that would fit this skill's vibes really well.
With most of the attention understandably shifting to class balance, I'd like to suggest some changes to the Vampire line that might help fill gaps as some subclassed combinations lack essential buffs, providing named buffs to this line would help with that.Vampire
- Mist Form
- Blood Mist: This could use Major Brutality/Sorcery, would also be great if the damage was brought up a bit, for example, Deadly Cloak functions similarly, has the same range and duration, but deals more damage that is increased even further by the Dual Wield passives, Blood Mist deserves to be on par with that.
- Elusive Mist: The buffs on this skill should definitely last longer, 4 seconds is way too low to make it a viable source for them.
- Blood Frenzy: This skill really fails to compensate its own drawbacks, especially in group content, as it completely block you from not just being healed by others, but also from getting buffs triggered by overhealing like Major Courage from Spell Power Cure — which by itself gives you more damage than Frenzy. It would be nice if while unhealable any ally heal would automatically considered an overheal, and this skill could use a named buff like Minor Force — we seriously need alternatives to Barbed Trap.
- Eviscerate: This skill and morphs are the best thing on this line, but it would be nice if it had Major Prophecy/Savagery while slotted.
- Blood for Blood: Just like my suggestion for Frenzy, the unhealable portion of this skill should make blocked healing from allies count as overhealing. This would ensure that even while you're unhealable, you can still benefit from sets with overhealing-based effects.
- Vampiric Drain: This is one I rarely see on tank setups, it could definitely get some love — maybe give it some kind of blood damage shield if it overheals, some defensive named buffs would be nice too, like Minor/Major Vitality, Toughness or Protection — any of those would help.
- Mesmerize: By far the most forgotten skill in this kit, I do like the concept and looks though, wish something new was done to it, like giving it Major Timidity if the stun hits, it's a debuff with no sources in game that would fit this skill's vibes really well.
First things first with vamp I would highly suggest more skills become accessible at stage 4 to incentivize it more.
Blood Mist damage is useless I tested it in PvP... It needs to provide some sort of cc immunity, greater buff, or a direct % heal of max health.
Elusive Mist should have a 15 second duration of major evasion
Delete Frenzy and replace
Eviscerate, fine as is with morphs.
Drain: keep as is its so unique with ulti gen and stamina gen % should be higher
Mesmerize: Make it a fear that DOES NOT give cc immunity.
YandereGirlfriend wrote: »With most of the attention understandably shifting to class balance, I'd like to suggest some changes to the Vampire line that might help fill gaps as some subclassed combinations lack essential buffs, providing named buffs to this line would help with that.Vampire
- Mist Form
- Blood Mist: This could use Major Brutality/Sorcery, would also be great if the damage was brought up a bit, for example, Deadly Cloak functions similarly, has the same range and duration, but deals more damage that is increased even further by the Dual Wield passives, Blood Mist deserves to be on par with that.
- Elusive Mist: The buffs on this skill should definitely last longer, 4 seconds is way too low to make it a viable source for them.
- Blood Frenzy: This skill really fails to compensate its own drawbacks, especially in group content, as it completely block you from not just being healed by others, but also from getting buffs triggered by overhealing like Major Courage from Spell Power Cure — which by itself gives you more damage than Frenzy. It would be nice if while unhealable any ally heal would automatically considered an overheal, and this skill could use a named buff like Minor Force — we seriously need alternatives to Barbed Trap.
- Eviscerate: This skill and morphs are the best thing on this line, but it would be nice if it had Major Prophecy/Savagery while slotted.
- Blood for Blood: Just like my suggestion for Frenzy, the unhealable portion of this skill should make blocked healing from allies count as overhealing. This would ensure that even while you're unhealable, you can still benefit from sets with overhealing-based effects.
- Vampiric Drain: This is one I rarely see on tank setups, it could definitely get some love — maybe give it some kind of blood damage shield if it overheals, some defensive named buffs would be nice too, like Minor/Major Vitality, Toughness or Protection — any of those would help.
- Mesmerize: By far the most forgotten skill in this kit, I do like the concept and looks though, wish something new was done to it, like giving it Major Timidity if the stun hits, it's a debuff with no sources in game that would fit this skill's vibes really well.
First things first with vamp I would highly suggest more skills become accessible at stage 4 to incentivize it more.
Blood Mist damage is useless I tested it in PvP... It needs to provide some sort of cc immunity, greater buff, or a direct % heal of max health.
Elusive Mist should have a 15 second duration of major evasion
Delete Frenzy and replace
Eviscerate, fine as is with morphs.
Drain: keep as is its so unique with ulti gen and stamina gen % should be higher
Mesmerize: Make it a fear that DOES NOT give cc immunity.
Let's dream bigger: 20-30 seconds Major Evasion for Elusive Mist to bring it in-line with other, easier, methods to access the buff.
And then let's make Mesmerize scale with Vamp Stage! At Stage 4 eliminate the "facing you" requirement (which is simply a failed mechanic, I'm sorry devs) and make it unblockable. That would put it up there with the NB class Fear but would also demand heavy sacrifices to access that sort of power.