Resolute Defenses redesigned
Posted: Thu Feb 16, 2017 4:17 pm
I would seriously talk about renown skills such as Cleansing Wind, Resolute Defenses and Quick Escape. All those skills have similar issues and was poorly designed as solution for soloers (I don't say that soloing is bad thing as such) by making it a lot easier. Also, as these skill are so important to every class, they take flavor from different class and make everything flat (no different play style on different classes). On the other hand smaller groups should have some tools to engage and disengage against bigger groups (guerrilla tactics).
Third will be Resolute Defenses.
Issues
1. Makes everyone to use it.
RD is ultimate answer to all obstacles someone could meet at the battlefield. You want to charge into enemy line – RD. You want to follow your dps as a tank – RD. You want to make sure that your victim won't escape after you jump form the shadows – RD. It kill creativity and make any other skills incorporated into our toons unimportant.
2. No counter play/Easy to use.
RD is impossible to counter. When RD is up no cc works. So someone with RD don't need to pay any attention to this part of game and can focus on dpsing. And you need to sacrifice only one GCD for this.
3. Poor reward/risk ratio.
There is no risk in using RD. And this skill increase your damage potential. It should be defensive tool (Resolute Defenses right?).
Solution
And something like this to all level of RD:
When RD is up your dmg is halved.
This way RD will be engage/disengage tool. Will have some risk incorporated into it. And will need carefully evaluation when to use it (higher difficulty level).
Third will be Resolute Defenses.
Issues
1. Makes everyone to use it.
RD is ultimate answer to all obstacles someone could meet at the battlefield. You want to charge into enemy line – RD. You want to follow your dps as a tank – RD. You want to make sure that your victim won't escape after you jump form the shadows – RD. It kill creativity and make any other skills incorporated into our toons unimportant.
2. No counter play/Easy to use.
RD is impossible to counter. When RD is up no cc works. So someone with RD don't need to pay any attention to this part of game and can focus on dpsing. And you need to sacrifice only one GCD for this.
3. Poor reward/risk ratio.
There is no risk in using RD. And this skill increase your damage potential. It should be defensive tool (Resolute Defenses right?).
Solution
And something like this to all level of RD:
When RD is up your dmg is halved.
This way RD will be engage/disengage tool. Will have some risk incorporated into it. And will need carefully evaluation when to use it (higher difficulty level).