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WH / WE sweeping razor / broad sevring

Structured balance proposals should be posted here. Posts in this section will be taken into account during class balance reviews.
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Tesq
Posts: 5704

WH / WE sweeping razor / broad sevring

Post#1 » Wed Nov 14, 2018 12:37 pm

PROBLEMS
Both classes require the tactic to access aoe base attack but this is a problem due:

1-this is a tactic toll these classes should not have because generaly speaking the other exemple of classes forced to do this are choppa /slayer which have meccanic of the buff dmg type-->their meccanic buff all their dmg so they can go easier on dmg stuff on tactics and also take stuff which add additional gameplay viability etc (they also have way to stack dmg dots or crow controll ability which increase their overall potential while wh/we are poor on this side).
wh /we dont have a meccanic type of buff but more a meccanic type of enable skills or enchanting gameplay ( while choppa/slayer have both).

2-being less formal and more substantial wh/we have too many tactics to pick to be on par with ther melee DD which make extremly hard finish the aoe build; razor / slice in first place are fail st skills, due classes not having access to any passive wep skill buff so that their primary attack wil always be torment or agonazing wound. This feticism for these 2 skill should go away (realy) it's just deleterious for both classes they both need some efficency in what they do in aoe build (they shuld not aoe if not specced for that and these are base character creation skills but a better solution can be found)

SOLUTION
fix tactic
due lack of tactic slot a solution could be add a secondary effect the tactic

A-for wh add 160 str so that it can replace brute force tactic and free 1 slot
B-for we add corporeal dmg component instead so that it can ignore the wep skill problem (i know it have a wep skill buff but it is not comparable with choppa /slayer overall stats alues therefore it can use aswell love here)

DISCLAIMER:
-both classes have different play style and different tactic, for exemple both classes have different dmg increase tactics with different values so fix both aoe in the same way would be foolish, also the wh can be more def than the we due heal vs crit increase difference. We is more straight forward in term of possible aoe builds and number of tactic required therefore alredy having a 15% crit increase tactic it can use a more gameplay change effect instead a raw tactic economy as i proposed for wh which instead pack more utility/def and less dmg (and due dmg being king and always have or suppose to have an higher trade ratio so that for every dmg you lose you should gain a lot more somewhere else and viceversa loosing dmg and utility results in fewer dmg boost cux dmg have more value than (most) utility (exept as intended for exemple heal debuff generally speaking).

-for wh this is not an unusual change, as mara alredy is full of double stats tactics (yes they work only a fix mutation, regardless when we speak of aoe build there is not mutaiton swap and the same way there is not really a gameplay swap for wh. I think this would just bring realms more in line to this kind of tactic access.

-the we choice is still linked to the orginal design to have wl inherit a magical dmg aoe component so that both realm have access to 1 melee DD class aoe like that and also to make it different from WH as they are different and should be fixed diff way.
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