[Rejected] Blackguard path of Malice
Posted: Fri Nov 18, 2016 2:06 am
Hello, I've been playing my blackguard for the last 2 weeks as I leveled as malice, and while enjoyable enough in pve I have some major issues with the tree which I believe could be addressed without changing the nature of class.
So here are my issues,
#1) An inconsisten theme.
As anyone can tell the Malice trees primary function seems to be damage output with a twohander. It has an ability requiring a twohander, and all of the bgs hardest hitting abilities, including its aoe, single target class mechanic dump and single target direct damage ability are in this tree. Why then, does the first ability in the tree require a defensive proc in order to be used? Don't get me wrong, I like blade of ruin and it's dmg might be too high without a proc, but it's very strange to me that the dps tree needs to parry to dot someone. If you take blade of ruin, you are practically required to either take the parry tactic, the parry ability from another tree, or use a shield.
#2)Lackluster signiture skill
Crimson death is really underwhelming. I don't have an issue with it not adding to your chance to crit, I'm fine with making other people's dmg better, my issue is how similar it is in use to monstrous rending, the spamable aoe. They both cost the same amount and CD hits a little harder with an added cooldown and 5s debuff. For an ability so far into the tree, requiring a twohander that MR does not, it is very easy to pass on.
So basically I take issue with those two skills the most. A defensive proc dot in a dps tree and a twohander skill not worth taking a twohander for. So here are my proposed changes for each.
#1) More offensive Blade of Ruin. There are many ways this could be implemented, either by removing the defense requirement or changing how the skill works. If Blade of ruin kept it's cost and CD and instead added damage to your next 4 attacks adding up to the roughly the same amount as it does now, that would encourage offensive usage.
#2)More usefull Crimson death. If CD kept it's cool down and debuff, but instead of hate cost ap, while generating additional hate for each opponent hit I think bg might actually consider using it. This combined with enraged beating would reinforce the trees theme of hate generation by hitting rather than being hit.
Downsides:I think the Blade of ruin changes proposed are very lateral, I don't think anyone is complaining about BoR dmg at the moment being op and this would just make it more consistent. Adding hate generation to cd would make a class with a spamable aoe have an addition aoe for fuel, though since the dmg, cool down, and debuff would remain the same dmg output shouldn't really change. Who knows someone might even use it!
So here are my issues,
#1) An inconsisten theme.
As anyone can tell the Malice trees primary function seems to be damage output with a twohander. It has an ability requiring a twohander, and all of the bgs hardest hitting abilities, including its aoe, single target class mechanic dump and single target direct damage ability are in this tree. Why then, does the first ability in the tree require a defensive proc in order to be used? Don't get me wrong, I like blade of ruin and it's dmg might be too high without a proc, but it's very strange to me that the dps tree needs to parry to dot someone. If you take blade of ruin, you are practically required to either take the parry tactic, the parry ability from another tree, or use a shield.
#2)Lackluster signiture skill
Crimson death is really underwhelming. I don't have an issue with it not adding to your chance to crit, I'm fine with making other people's dmg better, my issue is how similar it is in use to monstrous rending, the spamable aoe. They both cost the same amount and CD hits a little harder with an added cooldown and 5s debuff. For an ability so far into the tree, requiring a twohander that MR does not, it is very easy to pass on.
So basically I take issue with those two skills the most. A defensive proc dot in a dps tree and a twohander skill not worth taking a twohander for. So here are my proposed changes for each.
#1) More offensive Blade of Ruin. There are many ways this could be implemented, either by removing the defense requirement or changing how the skill works. If Blade of ruin kept it's cost and CD and instead added damage to your next 4 attacks adding up to the roughly the same amount as it does now, that would encourage offensive usage.
#2)More usefull Crimson death. If CD kept it's cool down and debuff, but instead of hate cost ap, while generating additional hate for each opponent hit I think bg might actually consider using it. This combined with enraged beating would reinforce the trees theme of hate generation by hitting rather than being hit.
Downsides:I think the Blade of ruin changes proposed are very lateral, I don't think anyone is complaining about BoR dmg at the moment being op and this would just make it more consistent. Adding hate generation to cd would make a class with a spamable aoe have an addition aoe for fuel, though since the dmg, cool down, and debuff would remain the same dmg output shouldn't really change. Who knows someone might even use it!