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New ITT and Fury changes

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Qwack
Posts: 165

New ITT and Fury changes

Post#1 » Mon Oct 10, 2016 11:52 pm

This post is in regards to the latest changes for ITT and Fury Green where ITT now heals 2 near targets and Fury Green is a group heal. The other thread got off course so I want to just focus on these two aspects. The new area mechanic and group heal is an excellent idea. It puts these new changes almost within reach, but there is still a slight problem. The damage of ITT and Fury Green is simply not enough to warrant using them, even though the heals are substantial for how little damage they do. Please see a typical result below from an SC today:
Spoiler:
Image

The above Fury attack was typical (except there were no blocks, bubbles or disrupts). There were four targets of varying mitigation, but the average damage per target was only 200 hp. The group heal was comparatively large yielding about 1200. Also the ITT hit the sofest target available, with a crit, and only got a 398 hit. It too typically only gets 200 damage (It appears there may be a current bug with ITT as its trying to heal odd things that are not players) that bug aside… For this SC my healing was half the top healer and my damage was about 1/3 the top DPSer which was about average for several SCs. While the healing is sort of OK, I have to ask myself is it worth it to get within 80 feet of the enemy as a squishy, just to do a tiny damage with a somewhat adequate heal while specing all the way up to get Fury? As a DPSer, no its not quite worth it. OR would I rather be a full blown healer and dish out a big crit group heal of over 2500 hp on each team member at a safe distance? I would still rather go with a full blown healer. BUT…

If the base damage of Fury and ITT was restored to normal and the heal effect percentage was lowered to offset the damage increase then it becomes a viable setup. Under such adjustment I would see about 300 damage per Fury target and a little over 500 for an ITT crit on a soft target. That starts to matter some. Otherwise, I don't think Fury is worth it yet, but maybe ITT could be incorporated in some build since the tactic is only 4 points up. I am still hesitant on ITT because the damage is too low.

This is definitely heading in the right direction and close to being a viable third choice for specs.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

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Azarael
Posts: 5332

Re: New ITT and Fury changes

Post#2 » Tue Oct 11, 2016 12:14 am

Thanks for the feedback.

Just to comment on these skills: the damage is intentionally being kept low as I want to emphasise the healing aspects of both taps when healing stacks are consumed. The idea was to use the taps to bring in valid move-heal to pure healing AM/Shaman, and if that became of use to DPS or hybrid AM/Shaman, that would be a side effect. If there are further buffs on the heal side necessary, I'd like to go with heals or changing the heal type from raw to standard (allows crits, procs and heal blesses, but also subjects the heals to heal debuffs.)

Just to remind all of the current consideration list for any further changes:

- Swap AoE tap with silence in tree
- Move AoE tap to 9pts, silence to 5pts (possibly with mechanic scaler for 5s duration instead of base), current 5pts go to 13pts as "dead" skills, like Crushing Advance is on SM
- Stack shifter ability
- Change heal type on taps and/or buff

User avatar
Qwack
Posts: 165

Re: New ITT and Fury changes

Post#3 » Tue Oct 11, 2016 2:49 pm

Azarael wrote:Thanks for the feedback.

Just to comment on these skills: the damage is intentionally being kept low as I want to emphasise the healing aspects of both taps when healing stacks are consumed. The idea was to use the taps to bring in valid move-heal to pure healing AM/Shaman, and if that became of use to DPS or hybrid AM/Shaman, that would be a side effect. If there are further buffs on the heal side necessary, I'd like to go with heals or changing the heal type from raw to standard (allows crits, procs and heal blesses, but also subjects the heals to heal debuffs.)

Just to remind all of the current consideration list for any further changes:

- Swap AoE tap with silence in tree
- Move AoE tap to 9pts, silence to 5pts (possibly with mechanic scaler for 5s duration instead of base), current 5pts go to 13pts as "dead" skills, like Crushing Advance is on SM
- Stack shifter ability
- Change heal type on taps and/or buff
I don't see that further heal buffs are necessary for the taps. They are substantial as is and its nice to have a heal mechanic that's not subject to heal debuffs. Plus there is an inherent heal crit in the design by virtue of getting damage crits w/taps.

The other changes for consideration look really nice and will bring the right tree more into play again. Hope to see em included. Thanks!
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

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