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Feedback On Every Major Disc in 6.2


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I am not a game designer but I am a player. And I have played a lot of Crowfall, for as long as it has been possible to play, in all aspects, and at the most cutthroat neck beard levels. What I can provide is a perspective from a players point of view.

Too often, Major discs are boring. They are an after thought in character creation/building. It is not that hard to choose between one or another because what they offer, most times, does not really matter. They are not impactful enough. They are not unique enough.

I went through every major disc and tried to modify each one to something that I would actually really want. I attempted to raise their power level, while making them unique. They would all be 'hard choices' now. Harder to choose your 1 domain, and harder to choose what discs you take within that domain.

 

Here is a link to all the Discs in their current form for reference thanks to @Tinnis

https://docs.google.com/spreadsheets/d/e/2PACX-1vQoN2zTOTXQhIDWMWPL2-Zk9k6jOxuVsDJFAblwa2_yISTFxCWFJJMNv2MZmTg2Ku0h3EyDBaUs0aE4/pubhtml#

 

Spoiler

Abominable Snowman

  • Add Frostweaver trait

  • Change Aura of terror to an actual aura

  • Enhance Terrifying Features passive to also apply frost armor to you when it stuns an enemy.

 

Adjudicator

  • Add War Trait

  • Adjudicate - make both parts of combo holy damage. Heal your group for an amount = to damage dealt with this ability

 

Agent Provocateur

  • Add Assassin Trait

 

Arcane Archer

  • Add Human and Centaur Trait

 

Arkon’s Disciple

  • Arkon’s Fury - Change to a passive. ‘All attacks have a chance to apply major burning’

  • New Ability - Add in the old Firewall.

 

Avatar of Storms

  • Good as is

 

Banshee

  • Change Haunt to new ability. 30s cooldown. 15m range. Transfer 10% of targets max HP to yourself. Target is immune to Haunt for 30s

 

Black Mask

  • Add Ranger Trait

 

Blade Dancer

  • Blood Price > have healing orbs scale with your AP, not SP

 

Blade Master

  • Blood Price - make the heal scale off of AP and not SP.

  • Blood Strike - Make the bleed its own unique tag so that it stacks with other bleeds.

    • Remove the 1st part of the combo to make it a 2 part combo

 

Blitzer

(Banners are a new mechanic. Big giant magical banner that everyone can see. They are a toggled ability like auras. You may have a max of 1 Banner toggled at any time. They apply their buff to you and the nearest 5 allies within 20m for as long as the ability remains toggled. Using an ability other than Dodge, Block, Sprint, Retaliate, or another Banner ability will toggle the ability off and put it on a 30s cooldown.)Rallying Banner - Same as now but uses new banner mechanic.

  • Banner of storms - Change to a banner ability

  • Change Haunt to new ability. 30s cooldown. 15m range. Transfer 10% of targets max HP to yourself. Target is immune to Haunt for 30s

 

Blood Feeder

  • Add Assassin Trait

  • Bite - Make the bleed its own tag so that it stacks with other bleeds.

 

Bloodletter

  • Add Battle domain

  • Remove Purgative

  • New ability > Apply a unique severe bleed to your target. This bleed stacks with other bleeds. This bleed can not be removed.

  • Exanguinate > not sure what the %s are but it should be at least 20%

 

Bringer of Life

  • Add Wood-Elf and Elken Trait

  • Fountain of Life - Double Values

 

Butcher

  • Tenderize > no one really has bleed mitigation. Change the buff to, “ bleeds applied by tick twice as fast”

 

Cloisterer

  • Benediction - reduce cooldown to 30s. Add short cooldowns as well. Grant 15% CD reduction to both long and short.

 

Commander

(Banners are a new mechanic. Big giant magical banner that everyone can see. They are a toggled ability like auras. You may have a max of 1 Banner toggled at any time. They apply their buff to you and the nearest 5 allies within 20m for as long as the ability remains toggled. Using an ability other than Dodge, Block, Sprint, Retaliate, or another Banner ability will toggle the ability off and put it on a 30s cooldown.)Rallying Banner - Same as now but uses new banner mechanic.

  • +1 to max active banners.

  • Hunker down - Change to a banner.

  • New Passive - Reduce the Cooldowns of banners to 10 seconds.

 

Convictor

  • Add Templar and Cleric Trait

  • Mortal Sin passive - Rework so that all basic attacks add mortal sin, not just confessor.

 

Corrupted Soul

  • Add Fae Trait

  • Soulsteal - Change to an aura

  • Shrivel - Reduce cooldown to 15s

 

Dazzler

  • Dazzling Blades - Increase the damage by 50%

 

Dead Eye

  • New passive - All charged bow shots may be charged twice as long. A fully charged bow shot will deal 3x damage.

 

Deadly Infector

  • Envenom - Drop the soul power cost to 250, or make this an ability.

 

Defender

  • Remove Duelist Trait. Add Protection Trait.

  • Hunker down - replace with new ability - 180s cooldown. Redirect all incoming damage to group members to you for 10 seconds. The cool down of this ability is reduced by 1 second for every 1000 damage you take.

  • Dig In passive - change to Group members are immune to crits when under 25% HP.

 

Demolisher

  • Shield Breaker - add a debuff where the affected target can not block or parry for 7s

 

Destroyer

  • Insanity > Make this a passive

 

Dirty Fighter

  • Add assassin and Duelist Traits

  • Festering Wounds > Lower cooldown to 30 seconds

  • Crazy Pills > not sure of the amount of AP iit gives at 0 resource, but it should be about 300 and scale from there

 

Dryad

  • Good as is

 

Elementalist

  • Add Druid Trait

  • Sentinel passive - replace with new passive > Taking 2500 points of Fire, Ice, or Electricity damage grants you 3500 resist to that element and 30% dmg bonus to that element for 20 seconds. Can only proc every 60 seconds

 

Entertainer

  • New passive - Your helpful songs now buff yourself and the nearest 4 allies instead of your group.

 

 

Escape Artist

  • Add Half-Elf and Guinnecuin Trait

  • Add stamina regen on retaliate passive

  • Add the old Escape Artist ability Free Action, that gave group CC immunity for 5 seconds

  • Add the 25% run speed on retaliate passive

 

Exorcist

  • Soulsteal - Change to an aura

 

Faerie Trapper

  • Increase Dodge distance by 5m (without increasing the cool down)

 

Fencer

  • Add Duelist Trait

  • Cut and Thrust - add a debuff where the affected target can not block or parry for 7s

  • Critical Dodge - add to the passive, 1 second of immunity when dodging.

 

Field Surgeon

  • Good as is.

 

Flow Controller

  • Mass Dispel - Reduce CD to 15s

 

Force Mage

  • Add the old ability that (nova?) that you would drop at your feet and it would continually suck in enemies that ran into it

 

Forest Creature

  • Pixie Dust - Make the effect persistent on the ground for 12 seconds and 50% PHM. Walking into the effect grants the buff for 2 seconds.

 

Fortifier

  • Sanctuary- also increases run speed of allies by 25% for 5 seconds.

  • Overwhelming odds - Apply this buff to group members within 15m of you as well.

 

Freedom Fighter

  • Purify - Add a 5 second immunity to blackmantle, frostbite, damage aura and disease in addition to the cleanse.

  • New Passive - Restore 1 dodge pip to everyone in your group when you retaliate.

 

Friar

  • Chain Heal - Cooldown is reset if it does not chain to any additional allies.

 

Frostbiter

  • Frostbiter > have all frostbites apply black mantle

 

Frozen Dancer

  • Good as is

 

Gapfinder

  • Add Gunnecian Trait

  • New passive - your piercing attacks cause a unique moderate bleed, that can stack with other bleeds.

 

Grim Reaper

  • Shrivel - Reduce cooldown to 15s

  • New passive - You deal 15% more damage vs targets afflicted by black mantle.

  • Ghost Army - Reduce channel time to 1s or instant but keep the full number of ‘ghosts’

    • Enemies hit by ghost army receive a stacking black mantle debuff.

 

Heavy Hitter

  • New passive - Reduce weapon weight by 50 for each Heavy 1h weapon equipped, or 100 when a Heavy 2h melee weapon is equipped.

 

Hellraiser

  • Neddlin’ Haystack - Make this an aura

 

Holy Avenger

  • Battle Chant - Increase buff duration to 24s. Increase dmg by 50%. Applies burning.

  • Suns of Worvan - Make this a group buff.

 

Holy Warrior

  • Restoration Strike - Remove the first part of the combo. Add a CD to the 2nd part

  • New Passive - ‘name goes here’ > After taking ranged damage, you are considered to be channeling Righteous Standfor 5 seconds or until you activate Righteous Parry. This does not drain pips. Can only occur once every 20 seconds.

 

Hydrologist

  • Water Spirits - Increase healing value by 2.25x

 

Ice Armorer

  • Ice Armory - Remove the Cooldown

 

Intimidator

  • Relentless > apply the buff while out of combat as well

  • Frighten - not sure of the % but it should be 50%

 

Kane’s Apostle

  • Fortification - Make this an aura

  • New passive - Master of maces. Weapon weight is reduced by 50 for each 1H heavy mace equipped or 100 for each 2H heavy mace equipped

 

Kinetic Bloomer

  • Add Stoneborn and Wood-Elf Trait

 

Knife Grinder

  • Add battle Trait

 

Lazarus’ Disciple

  • Grabthar’s Hammer - Reduce CD to 15s

  • New passive > Damage that would kill you instead reduces your HP to 1 for 10 seconds. Fill your Soul Power meter to 1000. 10 minute internal cooldown.

 

Leecher

  • Add Plague Domain

  • Leeching Seed - Reduce CD to 35 Seconds

 

Lightfoot

  • Add Wind Trait

  • Add +5m to dodges (without increasing the recharge time.)

  • Tendon Slice - Do not require a target to blink.

 

Lord of the Forest

  • Add Wood-Elf Trait

  • Wee One > Remove the Cool Down. Replace with 3 charges. Each charge is on a 45 second CD

 

Master of Axes

  • Add Champion, Knight, Assassin, Ranger

  • New Passive - ‘Master of Axes’ - Reduce all active cooldowns by 0.5 seconds when you score a non DoT Critical Strike while dual wielding axes. Drain 50 stamina from your target when you apply an CC while wielding a 2H axe.

 

Master of Daggers

  • Cripple - Remove the first part of the combo. Reduce CD of 2nd part of combo to 10 seconds.

  • Add a 2nd passive - “Unencumbered”  15% movement speed while 2x daggers are equipped.

 

Master of Darkness

  • New passive - You can not be detected in while in stealth

 

Master of Focus

  • Good as is

 

Master of Maces

  • Add Champion Trait

  •  New passive - Master of maces. Weapon weight is reduced by 50 for each 1H heavy mace equipped or 100 for each 2H heavy mace equipped.

 

Master of Swords

  • Add Duelist and Templar Trait. Remove Assassin Trait.

  • Critical Hack - Make the buff give 10%. Make CD of both combos parts 15s to match the duration for the buff.

  • Add new passive - ‘Master of Swords’ 

    • Templars 3rd LMB generates 5 pips while a 2h sword is equipped.

    • Long Sword equipped in main hand - Increase melee range to 8m.

    • Short Sword equipped in main hand - LMB has an increased 20% critical chance.

    • Rapier equipped in main hand - Non DoT Critical strikes generate 50 soul power.

 

Militant Mage

  • Warp weapons - make this a passive.

  • Sword Ward - Make this a group Aura

 

Minstrel

  • Change song twisting to only require 2 songs

 

Molten Mage

  • Add New passive - Casting a non LMB fire attack increases your crit chance by 5%, crit dmg by 10%, and Power cost Multiplier by 10% for 20 seconds. Buff is lost when you fall below 10% max mana

 

Mudman

  • Muck Spatter - Make this a passive.

 

Naiad

  • Fountain of Life > Double the values

 

Nature’s Guardian

  • Add Nature Domain

  • Will o’ Wisps - Double healing value

 

Night Terror

  • Add Dark Trait

  • New passive - 25% movement speed during Night-time

 

Nightstalker

  • Add Assassin, Ranger, Trait

  • Feeding Time - Double the values

 

Pack Leader

  • Pack Avatar - Make this an aura. Make it so that the caster is immune to his own pack avatar.

  • Form Life - Double the values.

 

Paragon

  • Rehabilitation - scales off of AP + SP. Self heal only.

 

Petrifier

  • Add Fae Trait

  • Petrification Illusion - Make this a passive

  • Nothing to Lose - Remove the cooldown. Let the buff stack. Increase HP Cost to 1000. Cost and additional 500 health for each stack you have.

 

Pixie

  • Pix Fix - Add to this passive > if your chain heals only hit 1 target, that target receives all the healing that would have been done if you had the full amount of jumps

 

Plague Lord

  • Festering Wounds > Lower cooldown to 30 seconds

  • Contagion > Make this a passive - “Every 3 seconds, enemies afflicted by your poisons have a chance to spread them to 3 nearby allies within 10m. (kind of like an aura emitter for poison)

 

Poison Sapper

  • Poison Paradise > make 10% lifesteal

 

Poisoned Trapper

  • Add Fae trait

 

Poisoner

  • Good as is

 

Reality Tripper

  • Alter Reality - Increase absorb amount to 1000. Increase damage of explosion by 25x

  • New Passive - You deal 90% less damage. Your basic attacks now deal damage to your targets resource instead of their HP

 

Reality Warper

  • Add Wood-Elf Trait

  • Spiritual Decay - Make this an aura.

  • Shrivel - Reduce CD to 15s

 

Reaver

  • Gash - make this a unique bleed that can stack with other bleeds

 

Redeemer

  • Redemption - 30s cd. Have each fireball apply sin. Each hit vs a target with 5 sin is an auto crit.

 

Rune Caster

  • Sanctuary - also increases run speed of allies by 25% for 5 seconds.

 

Runescarred Gladiator

  • Reprisal - Remove the damage cap.

  • Nothing to Lose - Remove the cooldown. Let the buff stack. Increase HP Cost to 1000. Cost and additional 500 health for each stack you have.

 

Scrapper

  • Reduce CD to 5 seconds. Keep 5 max targets each application, but stacks can go past 5.

 

Shadowmaster

  • Add Ranger Trait

  • Add new passive - Instantly enter stealth after receiving dmg more than 20% of your max HP.

 

Sharpshooter

  • Add Wood-Elf Trait

 

Shield Fighter

  • Add Knight Trait. Remove Cleric and Druid

  • New passive > The damage buff Knights receive from blocking damage persists for 10 seconds after they stop blocking

 

Shieldmaster

  • Shieldmanship > add to this passive - You are considered blocking for 2 seconds after using a non Shield Bash Shield ability

 

Shock Trooper

(Banners are a new mechanic. Big giant magical banner that everyone can see. They are a toggled ability like auras. You may have a max of 1 Banner toggled at any time. They apply their buff to you and the nearest 5 allies within 20m for as long as the ability remains toggled. Using an ability other than Dodge, Block, Sprint, Retaliate, or another Banner ability will toggle the ability off and put it on a 30s cooldown.)Rallying Banner - Same as now but uses new banner mechanic.

  • Add War and Battle Domains

  • Banner of storms - Change to a banner ability

  • Reprisal - Remove the damage cap.

  • New passive - On retaliate, lose half of current HP and deal true damage to nearby enemies = to HP lost. (dmg can not be modified) Damage is split amongst enemies hit.

 

Speed Demon

  • Marked for death - Reduce cool down to 20s

  • Closing Speed - Make it trigger on any hit.

 

Spirit Speaker

  • Gaea’s Wail - Reduce Channel time to 1.5 seconds but keep damage the same.

  • Ghost Army - Reduce channel time to 1s or instant but keep the full number of ‘ghosts’

    • Enemies hit by ghost army receive a stacking black mantle debuff.

 

Stalker

  • Hamstring > change to slow any bleeding enemies within 20m of you.

 

Stalwart

  • Get behind me > increase PDM granted to 25%

 

Standard Bearer

(Banners are a new mechanic. Big giant magical banner that everyone can see. They are a toggled ability like auras. You may have a max of 1 Banner toggled at any time. They apply their buff to you and the nearest 5 allies within 20m for as long as the ability remains toggled. Using an ability other than Dodge, Block, Sprint, Retaliate, or another Banner ability will toggle the ability off and put it on a 30s cooldown.)Rallying Banner - Same as now but uses new banner mechanic.

  • Add War Trait

  • New Banner ability. Group members within range gain 20% FDM.

  • New Banner Ability. Group members within range are immune to DoT effects and Blackmantles.

 

Sun Worshiper

  • Good as is, maybe grant some sort of buff during day time.

 

Thorny Warrior

  • New passive - Multiply your Thorns stat by 15x

 

Transcendent Warrior

  • Good as is.

 

Troubadour

  • Change song twisting to only require 2 songs

 

Tubthumper

  • Add passive - Gain 25% movement speed on retaliate

  • Add passive - Knockdown on retaliate.

 

Tundra Mage

  • New Passive - Taking damage has a chance to apply Frost armor to you. Can only proc once every 20 seconds.

 

Tunnel King

  • Go for Broke > Cut channel time in half

  • Snipe > Have it hit twice

 

Twister of Fate

  • Fortification - Make this an aura

 

Unholy Beast

  • Add the ‘pursuit’ power

 

Unstable Mage

  • Good as is

 

Waylayer

  • Add Duelist Trait

  • Study Target - change to, Abilities used in stealth and for 10 seconds after leaving stealth deal 10% more damage. Take 50% reduced damage for 5 seconds after leaving stealth.

 

Windlord

  • Add Centaur Trait

  • Remove Pursuit ability

  • Remove movement speed: combat

  • Add Movement speed 15%

 

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20 minutes ago, Yoink said:

Force Mage

  • Add the old ability that (nova?) that you would drop at your feet and it would continually suck in enemies that ran into it

this was on master of focus

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I like 90% of this lists changes, I can see people wanting to take all of these at once and that's the kind of hard choices we wanted to see more of. I think the current Domain system is doing a better job of that than before, but there's still a lot of "meh" discs and I think these reimaginings go a long way to improve them.

 

Crazy Pills is fine IMO, starts at 50 AP when full resource up to 100 AP when completely empty on resource. It's in line with other AP-granting passives/minors.

I like the Banners change, but rather than being cancelled by casting abilities I think Banners should act like old auras - applying Stun/KD/Suppress cancels active Banners, requiring the caster to reactivate them manually.

I take it you wanna replace current Escape Artist abilities with the new ones listed here? I would agree, none of that Disc matches its name at all and same with Thorny Warrior :lol: 

I think Soul Steal works fine currently as a GT-AoE, but it would certainly be interesting to have a pulsing Lifesteal aura as a different ability on some other Discs.

I don't like the Field Surgeon on-death passive, the LotR reference is funny and all but no-one is going "hey my group gets a heal and speed buff when I die, that's hella worth". Triage - channelled heal-over-time, single-target, 25m range, short-medium CD. I think this would fit the theme of the Disc much better and be more appreciated as a part of its kit.

I think Pixie Dust from Forest Creature works just fine as it is atm, though giving it charges like you did for Wee One would be neat... If not it should give a stronger PHM buff, because it's only 5% stronger than Transcendent Warrior's fire-and-forget PHM aura while having lower uptime and requiring you to actually hit targets.

Reality Tripper passive making you do damage to Resource is interesting, but doing 90% less damage for that is not worth - make it every X seconds your next non-DoT attack deals Y% less damage, and instead drains Y% of target's Resource.

Your new Shock Trooper passive is too much self-damage, especially when tied to Retaliate, and you're giving the Disc three powers over other Discs two powers. Maybe remove Banner and give it the AoE knockdown when you use Retaliate instead? Reprisal should probably maintain a damage cap, though it should also be 2x higher than it is currently.

Stalker's Hamstring should probably be only 10m range, but I like it requiring some active use even if it's relatively spammable.

Remove Dagger Spin from Thorny Warrior Major, replace it with the Thornshield active power, and grant the Disc to the Elken and Wood Elf Domains. Make Thornshield (including the one from the Minor of the same name) a 45 second CD that causes 100 damage reflect for 15 seconds. The higher damage impact will make it feel worth casting when you're eating a lot of DoTs or AoE, and the lower uptime will give enemies a window to work around not killing themselves on you. On this note Barkskin from Druids should probably have half the buff duration while doing 30 base damage; Archdruids (should?) apply their 200% increase only to themselves.

Unholy Beast would get Pursuit ability instead of Slow immunity? I support that change, the Blackmantle/Bleed immunity passive alone seems really strong for being always active, at least this would make the user cast something to negate Slows as well.

I think Windlord is fine as-is, adding Centaur trait is acceptable though.

:^)

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Its hard to comment on such a massive list. Some are good changes, some terrible.

Master of shadows is the most terrible change imaginable. You don't get to be permanently invisible. That completely invalidates the entire stealth/antistealth meta.

Adding a massive thorns buff and thorns ability to thorny warrior is a good idea. Thorns is a terrible mechanic in crowfall. Using a major to make it viable on templates that don't have a ton of sustain and weak racials is a nice start. The utility of human's stat package was hit very hard by the blanket 10 slot bar, and with the anemica amount of actives in 6.2 is a practically null-value racial trait.

I'd go so far as saying thorns, in general should be made significantly better, much more limited in its uptime, and should scale on SPR to prevent the problematic balance of thorns-tanks or high DPS thorns glass cannons.

Also glass cannon should be an active skill, 20 second uptime, 20 second recharge, increase incoming damage penalty. This should be a very high risk high reward active rather than a passive whos down sides overpower its upsides so much it is practically never worth taking.

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Rub rock on face and say "Yes food is eaten now time for fight"

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2 hours ago, PopeUrban said:

Master of shadows is the most terrible change imaginable. You don't get to be permanently invisible. That completely invalidates the entire stealth/antistealth meta.

I forgot to comment on this, maybe make it a ground-target AoE active that drastically reduces target's Perception for X seconds instead. Think something like Druid Blight, large radius at range with a debuff that persists while inside it and for X seconds after leaving it.

Edited by Xarrayne

:^)

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9 hours ago, Xarrayne said:

I forgot to comment on this, maybe make it a ground-target AoE active that drastically reduces target's Perception for X seconds instead. Think something like Druid Blight, large radius at range with a debuff that persists while inside it and for X seconds after leaving it.

This I like, but I'd actually make it a single target 60s cooldown that functions like spirit dart that literally just removed the perception buff and blinds for 5s.

This would make it very strong for juking a single perception dude. However it wouldn't be completely overpowered when being hunted by a squad with good ranger or heads up support or hunter brigand since its only single target and you need to see the target to use it on them, and you become visible for a sec and do an animation any of your target's friends could potentially catch on to without also creating a big noisy AOE field that begs the whole squad "hey look over here!"

Edited by PopeUrban

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@PopeUrban I chose to make it AoE because Alertness is a group buff, so even if you anti-perception the anti-stealther he can just pop buff and let the rest of his group find the stealther instead... AoE is still capped to 5 so if you're trying to dodge more ppl than that then even an AoE might not be enough. Using this spell should also make you visible ofc.

:^)

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Just now, Xarrayne said:

@PopeUrban I chose to make it AoE because Alertness is a group buff, so even if you anti-perception the anti-stealther he can just pop buff and let the rest of his group find the stealther instead... AoE is still capped to 5 so if you're trying to dodge more ppl than that then even an AoE might not be enough. Using this spell should also make you visible ofc.

TBH I think an AoE is just too strong, which is why I suggested a more powerful but single target power. Combined with the situational advantages of stealth I feel this creates better positional counterplay and risk that lines up better with how the stealth/perception meta works as a whole. It also seems pretty off theme to have a stealth enabling ability that itself breaks stealth when the whole point of the ability is to maintain it.

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Rub rock on face and say "Yes food is eaten now time for fight"

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