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[Chosen] Improve Rending Blade.

Posted: Fri Apr 26, 2019 7:44 pm
by Zxul
Playing chosen and testing Rending Blade, the ability is really underwhelming for a 13 point ability, which also locks chosen into 2h.

1. Range- 25 f is very short, lot to most of the time targets will be out of range, making 40 f Quake- much lower in the tree, and not requiring 2h- much better as ranged attack.
Compare with bg Crimson Death 2h 13 points ability, which has a 40 f range.

2. Dmg- Rending Blade does less dmg then even a spammable chosen ability (Ravage/Cleave), even more so that lot of the time the targets will be out of range of spirit debuff aura.
Again, comparing with Crimson Death- Crimson Death does 3.9 times more dmg then Rending Blade.

3. Effects- Crimson Death makes target 10% more likely to be crit. Quake- the stagger allows chosen to catch runners/ set up punt/ put healer out of action for 3 sec.
The only additional effect on Rending Blade is that it is undefendable- which is, considering the underwhelming range and dmg, and that lot of time target doesn't faces the chosen anyway, is not enough to take Rending Blade above fluff dmg.

Again- the cost of using it is 2h- being locked out of HTL and block defenses, which are essential with the ranged dmg chosen is facing in rvr.

Suggestion:

1. Increase the range to 40 f, to put it in line with similar abilities.

2. Either increase the dmg, considering the cd, to half of Crimson Death dmg, or add additional effect to it. For example, to go with Dread line, ap drain.

Or:

Keep it as it is, but remove the 2h requirement- giving snb some less passive option in combat, if they choose to spec this way, without having to give up on HTL/block.

Re: [Chosen] Improve Rending Blade.

Posted: Fri Apr 26, 2019 8:28 pm
by Penril
RB is undefendable because, having a 2H requirement, you would need to spec defensively in order to properly apply Crippling Strikes as AoE in large scale fights. So being undefendable, you required 0 Str for it to be useful which in turn let you stack armor, wounds, initiative, etc. It wasn't really meant to be used for damage. And i assume the 2H requirement was so you wouldn't see SnB turtle, completely unkillable Chosen (morale pump + M2 for example) using it. It used to be, indeed, very strong which is why 13 points was fair. CS was removed from the game though, and replaced with a poor-man's Runefang which in turn made RB pretty much useless.

Another bad change in a very long list of bad changes that should be reverted.

Re: [Chosen] Improve Rending Blade.

Posted: Fri Apr 26, 2019 9:04 pm
by Zxul
Penril wrote: Fri Apr 26, 2019 8:28 pm RB is undefendable because, having a 2H requirement, you would need to spec defensively in order to properly apply Crippling Strikes as AoE in large scale fights. So being undefendable, you required 0 Str for it to be useful which in turn let you stack armor, wounds, initiative, etc. It wasn't really meant to be used for damage. And i assume the 2H requirement was so you wouldn't see SnB turtle, completely unkillable Chosen (morale pump + M2 for example) using it. It used to be, indeed, very strong which is why 13 points was fair. CS was removed from the game though, and replaced with a poor-man's Runefang which in turn made RB pretty much useless.

Another bad change in a very long list of bad changes that should be reverted.
Yep, however I doubt CS will be back, so might as well change it into something actually useful. The other chosen 13 points abilities aren't really overwhelming, but RB atime is only good to let you pretend that you are doing something besides being dmg sponge in mass rvr.

Re: [Chosen] Improve Rending Blade.

Posted: Fri Apr 26, 2019 9:14 pm
by zgolec
I dont mind.

Pls revert woh/hb stack too :P