Post#42 » Wed Dec 07, 2016 5:29 pm
Thought I would share my opinion.
Deadly clutch
I think this is fine as it is. Its high up in the tree and the ability requires a specific mutation. I think it is a good trade-off between either using the tactic for utility, or a different tactic for more dps.
As for the secondary effect. In most settings it is not that good because targets die to fast or you die too fast to really benefit from the leech healing. It shines best in 6v6 where targets live long enough for you to leech heal anything.
Cutting claw
This ability is too important for dps and group viability, any changes to it would have an immense impact on the class. Have seen people argue that the value is too high in relation to current armor values. That on live it worked because you had access to better gear. However, you also had access to way more weapon skill on live to bypass those high armor values. If I remember correctly CC has had the same values ever since it was changed from 75%.
Thunderous blow
I was a bit confused about the last nerf because it hit our dps most and not the debuff part. However, I can understand why it was nerfed. It is very strong, especially in regards to where it is in the tree, but on the other hand moving it up in the tree would not change much. Could revert the WoM and TB swap that was done on live, but it would not fit with the roles of the trees.
Changing the duration to 10sec and having it on 5sec cd would be the best option IMO.
Another change could be to make it like tainted claw, that the duration increases if the target is ailing. Or take it even further, that the target has to be ailing for the debuff to go on. Then it would no longer work in the same way as an opener.
In regards to group viability, I think its worth mentioning that the class used to bring a reliable TE to the table. That is no longer the case.
Another issue for me is the efficiency of the class in different settings. The marauder can be absolutely fantastic in small scale, and borderline op when TE and ME works. However, in large scale when it gets zergy is not that fun to play, and its so high maintenance. Probably more of a MDPS issue in general. The current dmg levels and hp pools make it quite unforgiving to be on the front lines in big fights.
P.S
A nice quality of life change would be to increase the time window when mutated energy is available after a disrupt, atm its very short.
-Theo