Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Jjusticar

Testers
  • Content Count

    157
  • Joined

  • Last visited


Reputation Activity

  1. Thanks
    Jjusticar got a reaction from Sepowchu in Knight Swordsman   
    I think @Durenthal plays swordsman knight too perhaps?
  2. Like
    Jjusticar got a reaction from koregen in Are Roles Too Homogenized?   
    When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better.
     For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways).
    I'll break down a few of them below as an example.
    Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X
    Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive
    Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive
    Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason
     
    Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman
    Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive
    Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance,  dps passive
    Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive
     
    All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. 
    At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill.
    TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
     
     
  3. Like
    Jjusticar got a reaction from CursedReaper in REMOVE TIME TRAINING.   
    It doesn't? 
    It just enhances in-game activities over time. I'm not sure where this notion that it's pointless to play the game before having skills trained comes from, it's poorly thought out. Sure, at the moment you are behind in the training curve because there are none of the planned catch-up mechanics in place. But considering everyone starts from the same point, say after a skills wipe or the launch of the game, the relative power gained from spending 5 minutes harvesting trees with no skills will be almost literally the same as the relative power gained from hitting trees months down the line. 
    The 5 minutes you spend today will be the same in terms of your relative power gain between yourself and other players as it will be tomorrow in the long run. 
    But maybe this form of thinking is too advanced. 
  4. Like
    Jjusticar reacted to nerion in My Secret To Playing A Cleric   
    After having to give out the build to many friends on Chaos I feel that I am short changing everyone by not providing my True Secret to power. Many have claimed it is because of hacks, psychic powers, an uber spec, or my giant manhood which endows me with great confidence. While maybe one or two of these is true I think it is time to reveal the heart of my power which is:
    MYRKUL
    I am still of the living but he clothes me in the power of death itself. While other lesser players fear death I am fueled by it. Death itself is my foundation... 
    MYRKUL does not discriminate on your race.... only the fact that you are alive. All can die and be resurrected into his glory. Are you tired of RPing as Rainbow the Power Bottom Elf's nightly delight? MYRKUL can help you! With MYRKUL you can not only live forever but also go ALL NIGHT LONG. You have seen my endurance in-game and MYRKUL can give you that same endurance in bed.

    Click HERE to witness a fraction of the glory of MYRKUL!
     
    Don't settle in life or in death. Embrace MYRKUL for true power. 
     
    That is all.
     
     
  5. Like
    Jjusticar got a reaction from Ble in Paladin (healing) Templar   
    I think the Paladin really does well in the theme/role of being a stalwart area controller/healer but I would generally agree it's too narrowly focused on Divine Light. I would definitely like to see the Paladin gain some other form of healing/pip generation.
    Something like changing their Castigate into Righteous Smash combo to do healing on allied targets instead of damage on enemy targets could be very interesting.  By then lowering the healing of Divine Light a bit, the promotion keeps its area controller/healer fantasy, but has the pip generation to have somewhat decent healing outside of DL between Devotion, Judgement and Holy Warrior. Even opening up the possibilities for interesting healing builds that focus more on Devotion by taking damage disciplines (something like Blade Master for an AoE severe bleed on top of Nethari racial for some serious heal burst).
  6. Thanks
  7. Like
    Jjusticar reacted to Navystylz in Are Roles Too Homogenized?   
    This is why, barring balancing, Ranger is my favorite class. And Druid my second favorite.
    Both classes have a base kit, but once you promote it really changes what the roles give you. Though Stormcaller needs some work. The Arch Druid promotion has more damaging skills than the Stormcaller, and now with Force Mage, gets the Stormcaller's damage buff to boot.
    I imagine Frostweaver, when it comes out. Will be this to the Nth degree. As the only class that will be completely designed with promotion specs in mind, there should be no reason each spec doesn't offer a more unique flavor.
  8. Like
    Jjusticar got a reaction from Navystylz in Are Roles Too Homogenized?   
    This post was not about balance. It was about the fact that promotions and basekits;
    a) Don't give a majority of the classes new unique abilities or mechanics
    b) Have much too similar design in their talents being, in the case of DPS, 3 passive dmg bonuses/2 dmg bonuses to abilities/and a dps passive. It's boring and possibility for interesting nodes are taken by passive bonuses we don't need. 
    c) Base classes having access to VERY similar role-defining abilities: i.e myrm and knight both having pulls, almost every DPS having an AoE CC on top of one or more single target CC's, some sort of area control ability (myrm WW, templar DL, champ spinning attack, fessor nados, guinea barrel, etc, etc), 
    Just because a class is using a different ability to do a majority of their damage, does not mean it's a unique class. It's the same general playstyle for all of them because they all don't have anything unique to their class. There is such a lack of inspired class mechanics and roles. But, those are just my opinions and it seems most people are satisfied with the promotion design and I've no issue with that. I'll play the game same as I have been.
  9. Like
    Jjusticar got a reaction from Navystylz in Are Roles Too Homogenized?   
    When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better.
     For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways).
    I'll break down a few of them below as an example.
    Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X
    Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive
    Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive
    Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason
     
    Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman
    Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive
    Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance,  dps passive
    Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive
     
    All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. 
    At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill.
    TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
     
     
  10. Like
    Jjusticar reacted to Angelmar in Are Roles Too Homogenized?   
    Shadowbane had 172 unique race/base class/class combinations.  
    Then add 30+ discs.  Oh and don't forget the 50 or so creation runes.  Oh and the in-game stat runes.
    Then add fully customizable ability training and stat points
    Crowfall is barely a shadow of SB.
    We're getting there tho.
  11. Like
    Jjusticar got a reaction from mandalore in Knight Swordsman   
    I think @Durenthal plays swordsman knight too perhaps?
  12. Like
    Jjusticar reacted to APE in Are Roles Too Homogenized?   
    Could add pretty much anything they could think of...
    Stats are a given, but they don't have to be straight +25 STR, -10 Dex, +100 HP ones.
    Most of the racial bonuses would be more of what I'd like to see.
    - food consumption, run/stealth speed, double jump, discipline/bar/passive slots, +lifesteal, elven sight, extra dodge pips, dodge has a chance to regain health/resource, etc.
    These things can actually change how someone builds and plays a character. +5% crit is not going to.
    With already having leveling and passive training, we have plenty of baseline stats that just pile up. Having +50 STR or +150 STR isn't going to drastically change things. Having an extra passive slot, extra dodge pip, see further, etc likely would.
    All of which is in one way or another and as ACE seems happy reusing things, I see Adv/Disadv as a perfect place to allow players to customize characters at creation to fit their desired gameplay.
    A small pool of likely viable Disciplines shouldn't be the only way to make variation between the same race/class/promo combo.
    If CF was a carbon copy across all character systems that'd be one thing, but doesn't seem like it is SB 2.0 in that area just yet. Beyond that, game design has advanced a great deal since SB and what is possible should allow them to do more then what worked 15 years ago.
  13. Like
    Jjusticar got a reaction from APE in Are Roles Too Homogenized?   
    This post was not about balance. It was about the fact that promotions and basekits;
    a) Don't give a majority of the classes new unique abilities or mechanics
    b) Have much too similar design in their talents being, in the case of DPS, 3 passive dmg bonuses/2 dmg bonuses to abilities/and a dps passive. It's boring and possibility for interesting nodes are taken by passive bonuses we don't need. 
    c) Base classes having access to VERY similar role-defining abilities: i.e myrm and knight both having pulls, almost every DPS having an AoE CC on top of one or more single target CC's, some sort of area control ability (myrm WW, templar DL, champ spinning attack, fessor nados, guinea barrel, etc, etc), 
    Just because a class is using a different ability to do a majority of their damage, does not mean it's a unique class. It's the same general playstyle for all of them because they all don't have anything unique to their class. There is such a lack of inspired class mechanics and roles. But, those are just my opinions and it seems most people are satisfied with the promotion design and I've no issue with that. I'll play the game same as I have been.
  14. Like
    Jjusticar got a reaction from Navystylz in Templar Commentary - Fundamental Design   
    I strongly disagree. This is way too narrow-minded and way too many Templar players have this mind-set. Is Templar really strong in situations where you can get away doing this? Yes. But are there multiple play-styles for the class to be effective? Yes.
    I really don't know why people think Templar is useless outside of Divine Light. I've been playing Templar in open-world with no problems what so ever when it comes to pip generation or pip starvation. Get creative with your builds and playstyles. Templar can be more than DL and parry spam, they are actually quite flexible in the roles they can play. Too often I see Templars in open spaces just randomly dropping DL off CD wherever they stand and then complain they are useless. Change your playstyle.
    I think Templar is really well designed in that it is really flexible in play-style but it's abilities allow for really awesome moments of glory, like in keep sieges. 
    What I do agree with is Brilliance being uninspired and Holy Warrior should be moved into Vindicator imo. I also think that the parry spam needs to go, shouldn't do as much damage as it does but I think the KD should stay. It should reward smart use, parrying at the perfect time to line up a big CC on a kill target or a group of front-liners. 
     
  15. Haha
    Jjusticar reacted to PopeUrban in Are Roles Too Homogenized?   
  16. Thanks
    Jjusticar got a reaction from Glitchhiker in Are Roles Too Homogenized?   
    When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better.
     For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways).
    I'll break down a few of them below as an example.
    Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X
    Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive
    Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive
    Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason
     
    Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman
    Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive
    Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance,  dps passive
    Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive
     
    All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. 
    At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill.
    TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
     
     
  17. Like
    Jjusticar got a reaction from JamesGoblin in Rewards for defending outposts.   
    Yeahhhh...no.
  18. Thanks
    Jjusticar got a reaction from JamesGoblin in REMOVE TIME TRAINING.   
    It doesn't? 
    It just enhances in-game activities over time. I'm not sure where this notion that it's pointless to play the game before having skills trained comes from, it's poorly thought out. Sure, at the moment you are behind in the training curve because there are none of the planned catch-up mechanics in place. But considering everyone starts from the same point, say after a skills wipe or the launch of the game, the relative power gained from spending 5 minutes harvesting trees with no skills will be almost literally the same as the relative power gained from hitting trees months down the line. 
    The 5 minutes you spend today will be the same in terms of your relative power gain between yourself and other players as it will be tomorrow in the long run. 
    But maybe this form of thinking is too advanced. 
  19. Like
    Jjusticar got a reaction from Kraahk in REMOVE TIME TRAINING.   
    It doesn't? 
    It just enhances in-game activities over time. I'm not sure where this notion that it's pointless to play the game before having skills trained comes from, it's poorly thought out. Sure, at the moment you are behind in the training curve because there are none of the planned catch-up mechanics in place. But considering everyone starts from the same point, say after a skills wipe or the launch of the game, the relative power gained from spending 5 minutes harvesting trees with no skills will be almost literally the same as the relative power gained from hitting trees months down the line. 
    The 5 minutes you spend today will be the same in terms of your relative power gain between yourself and other players as it will be tomorrow in the long run. 
    But maybe this form of thinking is too advanced. 
  20. Like
    Jjusticar got a reaction from Navystylz in DoT effects and dmg scaling   
    After doing some testing on a few different DoT effects (severe poison, severe corruption, and severe bleeding), I noticed there is super low dmg scaling on all of the DoT's. For example, raising my weapon damage by 21 points of damage resulted in a less than .5 DPS increase per point on all 3 of the severe DoT effects, with severe bleeding being the highest at around .47 DPS per weapon dmg point and corruption being the lowest  at .33 DPS per point of weapon damage. 
    I have to assume that the scaling does not increase as you get to higher weapon damage breakpoints. So, assuming it does and you have say a 160 damage weapon you are gaining roughly less than 40 DPS on the highest scaling DoT effect going from a entry-level white weapon to that 160 dmg epic or whatever. That's pretty inconsequential, especially within group fights, when people have the amount of self-sustain they currently do. 
    While DoT effects do have stats they can scale with (penetration, dmg bonus, AP I assume, and weapon dmg)...other damage abilities gain way more late-game damage scaling between those same respective stats on top of crit damage and crit chance. And remember, jewelry does not give bonuses to DoT effects but does to crit hit chance, crit hit dmg and basic attack damage.  And even though they have these stats, they are scaling at a lower ratio than flat damage abilities. On top of this, it's infinitely easier to counter and sustain through the DPS of a DoT effect compared to a flat damage ability that may have the same DPS but gets applied in one damage instance.
    My question is this: should DoT's have some sort late-game scaling mechanic or even any mechanic similar to crit hit chance/dmg? or should DoT effects fall off as character get better gear and better stats (mainly crit hit/dmg)? Should DoT effects be a secondary bonus or damage source within the game or should you be able to build around DoT effects and still be rewarded with the same or similar power curve as flat damage ability builds?
    Let me know what you think.
  21. Like
    Jjusticar got a reaction from Soulreaver in My Thoughts on Vandal   
    I've been messing around on my Vandal the past couple days and I've been having a really good time of it. It's been a blast and has an interesting play-style that I really enjoy. However, I have a few problems with it that I think is holding it back from being a really cool promotion line. I'm going to ignore the fact that retaliate reduces the overall effectiveness of the class, similar to other CC promotions, by a ton and focus on the gameplay and talents that I think could use some changing.
    Overall Thoughts:
    I think the Vandal is stronger than a lot of people give it credit for right now. I can theorycraft different playstyle options and I think the talent line gives you quite a bit of choice in terms of what kind of playstyle you want to move towards with the overarching theme being single-target lockdown. However, in comparison to most other promotion lines you are gaining very little added damage or power with mostly just "fluff" nodes outside of double-down and blackout. 
    Suggestions:
    Flow State I didn't mention Flow State in the line about "fluff" nodes above because I don't like the design of the talent. The talent really only gives you added power if you are going Poison toxin or Disease toxin. You gain little to no power what-so-ever if you go nature toxin, simply because the biggest point spender (and imo the biggest ability you want pips back for) is going to be Diffusion. However, even with refunded pips you can generate a full 5 pips within the CD that you would otherwise have been saving. I suppose it is helpful for discipline powers possibly not costing pips, but like I said above you can generate pips to fast that imo it's not that strong. I'd personally like to see Flow State being taken off of the In The Zone pre-req, moved to the capstone, and be replaced by something else. I would suggest added effects to diffusion or added effects to your toxins, simply because it seems this is the line they are using for toxin changes (30% dmg bonus to toxins is boring btw). I just don't see this talent being useful or interesting in a lot of scenarios and builds. Double Down I'd like to see this apply the bleed even if you don't stun the target. With the amount of CC immunity and DR's within group combat it can be hard to get your damage off from this talent. Say you're in the middle of a kidney shot animation and a knight knocks down your target a half a second before or a champ presses neckbreaker, now you're stuck without your kidney shot for 20 seconds and you don't get a good chunk of your damage on the target.  Yaga's Gift I really like the concept of this capstone since cheat death mechanics are pretty fun and you can do some really cool plays with them. However, I think the overall power of this passive compared to other CC promotion classes is way too low. Fury for example getting crazy HP stacking for their CC's, Barbarian and Sentinel getting straight up 15% dmg bonus and 25% movespeed, Conqueror getting a -15% crit defense debuff. They all fulfill the "getting stronger as you lockdown enemies" fantasy. I don't think it needs to be changed at all, maybe lower CD, but personally I feel like it fits better on Cutthroat or Blackguard promotion lines. I would like to see something different. Something which doubles down on the promotion theme of being a single-target lockdown class. I'm not sure what, off the top of my head something like: Each successful CC against an enemy grants 100AP and reduces the CD of your other CC abilities by 2 seconds.  In Conclusion:
    I really like the Vandal. I think it's a fun promotion to mess around with and the toxins really open up a lot of playstyles. But, I would like to see some polishing up of the talents and inject a little more theme fantasy into the promotion. I think Flow State and Yaga's Gift are both somewhat out of place for this promotion line, though I wouldn't say no to Flow State being baseline for Vandal. The strongest thing Vandal has going for it at the moment is Cheap shot and suppression on backstab. Cheap Shot does the job of burning a targets retaliate to set up a crazy long CC chain between Kidney Shot and Backstab, which I think is awesome. You can do some really cheeky stuff with Q power/Cheap Shot combos. A little more sanding and refining of the promotion fantasy and I think Vandal could really stand out as an awesome and strong promotion to run for yourself and for your group. 
    What do you guys think of the Vandal so far?
  22. Like
    Jjusticar reacted to moneda in My Thoughts on Vandal   
    A number of weeks ago I rolled a Vandal and liked it a lot. Saw a good amount of potential, loved the way it synergizes with Black Mask, and am eager to see some kind of change to CC or CC specs to boost their viability overall (they can be fun to play currently but their utility is ham-stringed IMO).
  23. Like
    Jjusticar reacted to VaMei in My Thoughts on Vandal   
    I haven't played the Vandal, but I keep looking at ways that it might work... and walking away because of known issues.
    1st, I think ACE really needs to resolve the issues of CC discrepancy between large and small scale combat. Without addressing the scale of combat, either front line units are going to be perma CCd, or CC based skirmishers are going to remain broken.
    2nd, for the moment, leather is just bad. Having all mitigation and more than half of health coming from a single sliding scale means being at the bottom of that scale, with no bonuses for being there, is just broken.
    3rd, it seems to me that the capstones for Vandal and Blackguard are swapped; the poison bonused Vandal should get Poisoner's Paradise as a self heal and CC as damage avoidance, while the Blackguard should have mail and the shield when things are going well and Yaga's for when they don't.
    I think both promotions were badly diluted by the loss of weapon mastery. Mace mastery gave Vandal an additional stun, and axe mastery gave Blackguard an armor break. I would happily trade that extra combat disc to get axe mastery back.
  24. Thanks
    Jjusticar got a reaction from Soulreaver in Fae racials seem mandatory?   
    I've been messing around with multiple assassin races and while I think Fae is really strong for reasons pointed out earlier in this thread, I've taken a major liking to High-Elf.
    I have equal to if not more mobility than a Fae for disengage power, more staying power within a fight and group fight, a little group support/debuff potential, and the added elemental resist which feels pretty good to have as a bonus. Since I'm not playing a ton currently and am not part of a really big guild, I don't have any jewelry, am just running around in white gear, and can't make use of the added amulet slot. But that extra slot is undeniably strong with the power of jewelry atm.
    Point being, @Soulreaver is right in his assessment of the races. Is Fae strong, yes. Is Fae mandatory, by no means. Each race has, objectively, different strengths and that's how it should be. Tailoring your playstyle and build to fit the race is what makes it viable. It's easy to play Fae assassin because it fits a lot of people's playstyles and thoughts of what an assassin should be (fast and nimble), but like I said, High-Elf fits my playstyle great and has me thinking what the assassin could be in this game. It's personal preference.
  25. Like
    Jjusticar got a reaction from APE in Suggestions to Assassin Promotions   
    After looking through all of the promotion trees for each class and seeing that a lot of the promotions lack role fantasy, I thought it might be a fun activity to rethink the existing promotion trees and try to create some more unique gameplay and ability interactions for them, while trying to level out power budgets between similar roles. However, putting all of them in the same post would be too much...
    So I decided to start with the first class on the character creation screen, Assassin! Here are some of my suggestions!
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Cutthroat:
    When looking at the talents within the Cutthroat tree, I think a lot of them really add to the fantasy of being an opportunistic assassin. It has the tools and dmg stacking to burst low and out of position players. However, as of now there is really no incentive to stay in a fight after your Ambush/backstab combo in terms of abilities and damage and I find the constant restealth type of gameplay both unfun to play as and against. Hopefully this talent would give Cutthroats an incentive and reward for positioning well and navigating  well within a fight. My suggestion for this promotion really doesn't change much, but adds a little more to the assassination specialist theme. 
    Remove Kiss of Death (stunned enemies take 10% bonus dmg) and replace it with Unseen Shadow.  Successful attacks from behind on enemies grant a stack of Unseen Shadow. At X stacks, your next Backstab will act as if it is Ambush. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Blackguard:
    I think the Blackguard has some really great potential for a unique gameplay fantasy that we don't have in the game: a life-steal bruiser. The talent tree for this promotion was kind of blurry in what type of role it was going for. It doesn't give the player the defensive capacity needed for truly being a tanky/bruiser promotion (compared to other tank promotion trees), goes half hearted towards a life-steal type game play with the 8% on Poison Paradise capstone passive, and CC class with Assassin's Point (30% CDR on Kidney Shot/Backstab). These changes would push the promotion into much more of a life-steal game play style while doubling down on toxins and poisoner style gameplay.
    Move the 8% life-steal while having a toxin equipped to be baseline when you choose the Blackguard promotion. Replace Zoned Out (In The Zone duration increase node) with Toxicology (30% toxin damage increase). Replace Assassin's Point (30% CDR on Kidney Shot/Backstab) with Leeching Spin. Leeching Spin enhances Dagger Storm to do more damage to poisoned enemies and life-steal X% of the total damage done to poisoned enemies. Remove the Poison Paradise capstone (making it baseline for the promotion) and replace it with Yaga's Gift (basically cheat death) from the Vandal promotion tree. Having a cheat death style ability simply makes more sense to me on a bruiser than it does on a CC based promotion. This form of Blackguard encourages and rewards getting into the fray of things with your added tankiness and AoE damage and I think that Yaga's Gift really fits that game-play style. Remove Payback (Barrier when you hit enemy with Kidney Shot) and replace it with Excruciating Diffusion. Excruciating Diffusion enhances your Diffusion ability with stronger effects: Poison Toxin: Heal for X% of damage done to targets. Disease Toxin: Increased heal absorb on target hit by the ability. Nature Toxin: Nearby enemies already afflicted with Severe Corruption will explode dealing X amount of damage in 5m around them. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Vandal:
    The Vandal promotion tree was pretty solid, although it seemed to lack cool ability transformation and lacked a specified role. It was half of a DoT class but really had no talents to accentuate that game-play style, while also being half of a CC class with less meaningful CC talents that other CC promotions. My suggestions would move the promotion into more of a single-target CC type of game-play that rewards landing lockdowns on a priority target with increased damage.
    Move Flow State (attacks can refund pips) to capstone passive to fill void left from Yaga's Gift being moved to Blackguard. Flow State gains an added effect of "Successful CC's against a single target grant X% bonus damage against that target. This bonus can stack". Assassin's Point (Reduced CD on Kidney Shot/Backstab) replaces Toxicology. Payback (Barrier granted when successfully landing Kidney Shot) moved to where Flow State used to be. Double Down (Severe Bleed on Kidney Shot) replaced with Kiss of Death (10% bonus dmg to targets stunned by Kidney Shot). ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    So, those are some fun suggestions I think for the Assassin promotion trees to incentivize and reward specific game-play styles. I personally think specified roles are a big aspect missing from the game and most promotions are either blurred between multiple roles or just fall into either Damage, Healing, or CC. I really think adding more unique and interesting game-play based upon these basic roles will allow greater customization, creativity, and fun. 
    Anyways, let me know what you think. I had a really good time just brainstorming how, if I was making the game with these promotion trees as a starting point, I would set them up. If you have cool ideas for any of these top promotion trees let me know as well!
×
×
  • Create New...