u/Adorable-Chemistry83

[Vocation balance] Potential changes and outlook - After phase #3 day one

Niadus post today on forum:

With day one behind us, we'd like to clarify some things as well as present a slew of possible changes.
First, none of the changes on any of the test phases are final. This applies both to how they work and to their exact values. We are aware that some changes far exceed our desired power level while some others far under perform. Still, all changes helped us get a better picture of the interconnection between changes and vocations.
Second, we’d like to hear your feedback on the changes listed below before we move toward a final version. Our goal is to include as much of your feedback as possible, while avoiding major power creep and still giving each vocation something fresh and meaningful.

Please note that there will not be a fourth test phase for these or any other changes.

Here are our most discussed changes:

General

  • Mana Buffer adjustment: When you trigger Mana Buffer, it will consume an additional 25% of your maximum mana. This additional mana consumption can only happen every 2 seconds. Mana Buffer itself however still has no cooldown. Dev-Comment: This version will make triggering it still a harsh punishment, however characters will no longer suffer massive mana consumption when taking multiple weak hits after the initial trigger.
  • Gift of Life recovering 20/25/30% mana in addition to health. Dev-Comment: This change mostly makes Gift of Life usable for characters that tried to circumvent death via Mana Buffer, Energy Ring or Mana Shield

Knight

  • Chivalrous Challenge: Reverting to the chain version and increasing jump range to 7 and adding one additional target. Dev-Comment: We hear you. We wanted to try some other versions, but the original has won out.
  • Adjusting Mana Costs: Berserk from 150 to 125, Fierce Berserk from 400 to 360 and Shield Slam from 90 to 110. Dev-Comment: The goal would be to improve the actual upside the new potions grant knights and making low level knights not even more mana starved.
  • Shield Slam Augment I from 8% base power to 15% life leech. Dev-Comment: Shifting the augment from damage to life leech would better fit the role of the spell, defense.
  • Wheel of Destiny: Switching Groundshaker and Shield Slam positions Dev-Comment: A simple change that puts each augment in more fitting domains.
  • Intense Wound Cleansing cooldown from 600 seconds to 120 seconds (80% reduction). All cooldown augments would be reduced accordingly. Dev-Comment: Small improvement to its role as a lifesaver in dire situations. If you chain dire situations it still won't save you.
  • Combat Mastery Perk: We are discussing a rework that further emphasizes each playstyle. The new version could be:
    • Take less damage the lower your life is (1% reduced damage taken per 12/10/8% missing hp). This bonus is doubled while wielding a shield.
    • Deal more damage the lower your targets life is (1% increased damage per 12/10/8% missing hp). This bonus is doubled while wielding a two-handed weapon. Dev-Comment: Both changes aim to improve their respective playstyle.

Paladin

  • Sharpshooter: We are looking at alternative downsides to reduced healing. Dev-Comment: Sharpshooter provides a massive bonus and as such it will need to have a downside. These alternatives however could be a more interesting decision. We are very open to your ideas regarding a fitting downside for the spell.
    • While active, you can no longer use runes
    • Or: While active, your auto attacks deal 50% less damage to adjacent targets
    • Or: While active, your life leech is reduced
    • ...
  • Divine Grenade targeting: Allowing your choice between Crosshair, Cursor position or below target/below self without target. Dev-Comment: Not much to say here. Giving more options while reinstating the current live functionality should be all upside.

Sorcerer
Dev-Comment: We feel that Sorcerers have turned out quite well and currently plan only on making another pass at numerical values.

Druid

  • Combining augment Forked Glacier and augment Forked Thorns into a new augment Forked Spells. This is placed in the wheel where Forked Thorns is currently located.:
    • Augment I: -2s cooldown
    • Augment II: +1 target
  • Strong Ice Wave changes: Dev-Comment: The combination of augment Forked spells and the changes to Strong Ice Wave would allow druids to have a valid ice and earth rotation with a 50 point investment in the Wheel. We currently don't want to expand the druids' elements as runes will stay as a valid alternative for other elements or less skill intensive gameplay.
    • Base cooldown from 8 to 4 seconds
    • Basic shape from 7 squares to 10 squares (One row longer)
    • Augment I: +6% base damage (Was cooldown reduction that is no longer necessary)
    • Augment II: Shape increased by 7 squares (One row longer and the final two rows 2 squares wider)
  • Readding augment Heal Friend using the position of augment Forked Glacier Dev-Comment: With the combination of the forked augments we would fill its place with an augment that was previously removed.
  • Wrath of Nature Base power from 150 to 175 Dev-Comment: We agree that Wrath of Nature doesn't really match the ultimate feeling. A boost in damage could improve that.
  • Streamlining Healing Link / Shared Conservation to both work when overhealing. Dev-Comment: Just a small inconsistency and we feel that overhealing is already inefficient enough to not warrant an additional punishment for Healing Link or Shared Conservation.

Monk

  • Mass Spirit Mend: Dev-Comment: Mass Spirit Mend has turned into a powerful healing tool for monks however we do not like that it would be optimal to add this spell to your healing rotation while playing solo.
    • Adjusting Mana Costs from 250 to 400
    • No longer affects the caster
  • Thousand Fist Blows: We'll improve targeting by adding the same targeting choices that divine grenade will get (Crosshair, cursor or around target/around self). Additionally we'll probably improve the augment I. Dev-Comment: Just some minor improvements to mostly improve Quality of Life when using it. We feel the spell itself is in a decent place.
  • The newly added Way of the Monk defensive bonuses are still heavily discussed. A numerical change seems likely.

Please use the dedicated vocation threads going forward. We will keep these threads open until tuesday. Thanks for helping us keep the discussion clear and organised!

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