Current State Feedback from a veteran player post 2
Posted: Fri Dec 06, 2024 7:17 pm
EDIT: First and foremost, the game is still FUN, thanks!
Ok. Here we go again. Things that stand out as needing adjustment.
Tanks: Tanks are the most balanced at the moment as they've received most of the changes recently. Only one quality of life issue that stands out to me here. All punt/knockbacks need to be free from career mechanics to compete with the no career mechanic of Kotbs/Chosen. Punts should be able to be used in a pinch and not locked behind career.
Ranged DPS: SH shootin' quicka still needs to either be for the pet OR for the player, but not both. This was one of the OP abilities that needed to be changed last SH cycle but was ignored. A SH build based around this tactic is the only dps build in the game that I know of that makes healers suddenly not OP. SH ability "Drop That".. I have said in the past that it's OP and it is. Either it's too long or needs to be melee range only. Fighting against WL KD on the pet doesn't feel nearly as unfair. Engi/Magus, BW/Sorc all feel fair to fight against (I don't play any of those classes mind you) and have no interest in them but fighting them feels fair and in the case of engi/magus they are by far the most fun to fight as I've said before. Overall, I still think that dodge/disrupt base stats need to be increased by 5-10%. It's still too easy to hit with ranged.
Melee DPS: It' make ppl mad but I've been saying it for years. Reduce the AOE range of WL/Mara/Slayer/Choppa to 10-15 ft instead of 25. They are melee classes. Same for WE 30-foot dagger attacks. It's silly. WH/WE Feinted Position, Elixer/Relics cooldowns need to be 45 secs instead of 60. Change WE swift movements tactic to 20 sec reduction. These classes have too much downtime/cooldown dependency. WH still needs burn away lies tooltip to say it's a torch/oil attack and not a gun to match the animation. WH needs an actual burn ability to do elemental damage to counter high armor. WH still suffers worse than WE despite it being a "tank buster". Plus, it says "BURN" Heretic/Away Lies. WE/WH Punish The False/Black Lotus Blade both need to be changed to 100% heal debuff for short duration (2-3 sec) and cause 3% of incoming healing to be converted to damage. This would make WE/WH useful in WB play and be able to actually assassinate when multiple healers are around. This would also do a lot to curb the OP state of healing, and the spam nature of healer play. Most of the time you just spam heals, even without having to cleanse. Imagine if you had to think and remove this ailment before they get killed by your healers. It adds much needed depth to healer play and utility to the novelty classes WE/WH. Only WH/WE should be able to have the riposte tactic. Medium armor brutes should not get riposte. Mara touch of rot and instability still need initial damage as they aren't worth the global. Put Mara pull on cooldown if it's interrupted. Remove Pick Lock from WL/Mara/Choppa/Slayer.
Healers: What can I say. They still heal themselves too much. If they go damage, they should suffer a significant heal debuff. They already have incredible absorbs. Shammy Gork says stop needs to be M2. AM/Sham have 3 insta cast dps attack dots. This allows them to stack dots too quickly. Give Law of Conductivity/Life Leaka' a longer cast time. Same for Rune Priest/Zealot Stagger. Slow the cast time, it's too powerful for instant cast.
The Lowbie life: I realize keeping new players around is a concern, and we have seen a new influx lately which is good. One thing that still stands out is the lack of extra stats on gear below rank 36. It would be nice to see more +1% chance to parry, +2% reduced chance to be disrupted, etc. on gear 16-36.
Ok. Here we go again. Things that stand out as needing adjustment.
Tanks: Tanks are the most balanced at the moment as they've received most of the changes recently. Only one quality of life issue that stands out to me here. All punt/knockbacks need to be free from career mechanics to compete with the no career mechanic of Kotbs/Chosen. Punts should be able to be used in a pinch and not locked behind career.
Ranged DPS: SH shootin' quicka still needs to either be for the pet OR for the player, but not both. This was one of the OP abilities that needed to be changed last SH cycle but was ignored. A SH build based around this tactic is the only dps build in the game that I know of that makes healers suddenly not OP. SH ability "Drop That".. I have said in the past that it's OP and it is. Either it's too long or needs to be melee range only. Fighting against WL KD on the pet doesn't feel nearly as unfair. Engi/Magus, BW/Sorc all feel fair to fight against (I don't play any of those classes mind you) and have no interest in them but fighting them feels fair and in the case of engi/magus they are by far the most fun to fight as I've said before. Overall, I still think that dodge/disrupt base stats need to be increased by 5-10%. It's still too easy to hit with ranged.
Melee DPS: It' make ppl mad but I've been saying it for years. Reduce the AOE range of WL/Mara/Slayer/Choppa to 10-15 ft instead of 25. They are melee classes. Same for WE 30-foot dagger attacks. It's silly. WH/WE Feinted Position, Elixer/Relics cooldowns need to be 45 secs instead of 60. Change WE swift movements tactic to 20 sec reduction. These classes have too much downtime/cooldown dependency. WH still needs burn away lies tooltip to say it's a torch/oil attack and not a gun to match the animation. WH needs an actual burn ability to do elemental damage to counter high armor. WH still suffers worse than WE despite it being a "tank buster". Plus, it says "BURN" Heretic/Away Lies. WE/WH Punish The False/Black Lotus Blade both need to be changed to 100% heal debuff for short duration (2-3 sec) and cause 3% of incoming healing to be converted to damage. This would make WE/WH useful in WB play and be able to actually assassinate when multiple healers are around. This would also do a lot to curb the OP state of healing, and the spam nature of healer play. Most of the time you just spam heals, even without having to cleanse. Imagine if you had to think and remove this ailment before they get killed by your healers. It adds much needed depth to healer play and utility to the novelty classes WE/WH. Only WH/WE should be able to have the riposte tactic. Medium armor brutes should not get riposte. Mara touch of rot and instability still need initial damage as they aren't worth the global. Put Mara pull on cooldown if it's interrupted. Remove Pick Lock from WL/Mara/Choppa/Slayer.
Healers: What can I say. They still heal themselves too much. If they go damage, they should suffer a significant heal debuff. They already have incredible absorbs. Shammy Gork says stop needs to be M2. AM/Sham have 3 insta cast dps attack dots. This allows them to stack dots too quickly. Give Law of Conductivity/Life Leaka' a longer cast time. Same for Rune Priest/Zealot Stagger. Slow the cast time, it's too powerful for instant cast.
The Lowbie life: I realize keeping new players around is a concern, and we have seen a new influx lately which is good. One thing that still stands out is the lack of extra stats on gear below rank 36. It would be nice to see more +1% chance to parry, +2% reduced chance to be disrupted, etc. on gear 16-36.