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[Chosen/KOBS] Aura/Command Change (making it more focused)

For proposals that have been rejected.
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th3gatekeeper
Posts: 952

[Chosen/KOBS] Aura/Command Change (making it more focused)

Post#1 » Mon May 22, 2017 6:23 pm

The problem:
Chosen/Knight auras are just lame. They are "EZmode" you cast them once, they are up forever. Massive AoE buffs and debuff, making them stronger than any other tank by far.

Disclosure:
Spoiler:
I main(have mained) both a Knight + Chosen for a long time. I have played both sides and this is coming from a place of self-assessment NOT an outsider trying to make these classes worthless
The problem with twisting was it was really lame (IMO) and a huge turn off to the class (not fun), AND it didnt really solve the problem because of addons that made it easy to re-cast to enable 100% uptime. Though it was more "active".

Currently, the aura/commands are just too good, they should be more "focused" without 100% uptime as well as require more "active" management.

MY GOAL: Any rework would address two points:
- Make them more balanced compared to other tanks as well as more "active" requirements.
- A rework should have "fun" in mind and not make the class UNFUN.

PROPOSAL:
Chosen/Knights still select up to 3 auras. Each aura will perform slightly different, but for the sake of illustration, lets focus on the stat ones (buffs/debuffs) such as "Stand Strong!" and "Corrupting Wrath" as they are both mimics of eachother:

Description (for readers unfamiliar):
Spoiler:
AoE Aura - all enemies within 30 feet will lose 75 toughness, and all allies within 100 feet will GAIN 75 toughness
CHANGES: This is what I propose. "S.S" and "C.W." now are a 25% chance on Melee Attacks to lower that targets Toughness by 75 for 12 seconds. When this procs, it will ALSO increase any allies toughness within 50 feet (down from 100), by 75.

So this now requires an active trigger - 25% chance on melee attacks to proc. This forces the Chosen/Knight to attack, to be on the frontlines - just like every other tank must do to buff/debuff the group. Its a % chance, so its not merely attacking ONCE, but likely attacking more than once. Also each aura would have an independent 25% chance to proc, which means that you might get 1 aura to proc on the first hit, but might not get your 3rd aura until youve hit 3 or 4 times.

Auras SHOULD "refresh" themselves. So as long as a Chosen/Knight is constantly attacking, this will keep his targets (ST mind you - unless using an AoE) debuffed and his immediate allies buffed.

So, this would operate closely to the SM/BO's abilities, with major differences. Looking (for example) at "Nature's Blade" you randomly steel up to 3 stats, where as Chosen's wouldnt be random, but might not be stats... Another MAJOR difference is the range. SM/BO's will buff allies up to 100 feet, Chosen's would be decreased to 50 - making the positioning of the buffs more important.

The debuffs would be single target debuff procs, or aoe ability, not a "25% chance to proc aoe Aura". If the proc happened, it would debuff only the person hit - just to be clear.

The debuffs AND buffs would last 12 seconds, but could be refreshed if the proc refreshes it.

"How would the non stat auras work"?
Spoiler:
Lets look at the AP aura's "To Glory!" and "Dreadful Terror".
On proc, it would debuff the target, making them lose 20 AP / 5 sec. The Chosen would get a buff that would grant him and his allies (within 50 feet) 20 AP/ 5 sec. This buff would last 12 seconds. So if no other proc happens to refresh this, it would be equivalent to 40 AP lost and gained.

If, however, the Chosen attacked a second target and the aura procced. It would refresh his allies buff (20 AP / 5 sec) but his initial target who was debuffed, after 12 seconds that one runs out... So its "focused" in the sense that it works off whoever he attacks. The group buffs are easier to keep up, than the debuffs on that target - which will take a little while to build up.
I would like to note/point out that this adds relevance to currently useless abilities:
Relentless & Myrmidia's Fury as now these become IDEAL abilities to gain aura/Command procs.
This also gives slight "balance" towards the 2H vs SnB aspect since Chosen have Rending Blade (AoE) and Knights have (Staggering Impact) which make for 2H Knights/Chosen to have a slightly easier time applying debuffs/buffs to SnB. So thats another side benefit to this as well.

SUMMARY: Making Aura's a chance to proc off attacks, last 12 seconds, and a 50 foot ally buff range, makes these auras much more focused (debuffs only targets hit with attack), active, and limited in their scope on allies, while not removing the FUN aspect of the auras. They will still perform well, but are not SO overpowered where it moots out other tanks buffs/debuffs as well. This change also breaths some life into currently unused abilities.

Ofcourse there are other ways you can have fun with this (DEVs) such as some auras could be a % chance on being hit. You can allow or disallow DOTs to proc them, etc. But overall I think this the CLOSEST thing to "fair" as you will find.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

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Penril
Posts: 4441

Re: [Chosen/KOBS] Aura/Command Change (making it more focused)

Post#2 » Mon Sep 04, 2017 2:35 pm

Declining. While it is true that Auras are too easy to use and we certainly should try to make Chosen/KotBS mechanic more interesting and difficult, making it an exact mirror of other classes (Bellows) is not an option.

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