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Yoink's (7.7) Balance Changes - Champion


Yoink
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Goals:
Every class has a viable spec in solo, group, and large scale.
All talent choices are competitive with each other and placed in appropriate locations within the talent tree.
Make adjustment to abilities that underperform.
If a mechanic is oppressive, change it in such a way so that it retains what makes it good but is no longer oppressive.

Champions are in a pretty good spot. They really just need a few tweaks and some of the worse abilities made more competitive.

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Neckbreaker - Remove the cooldown.
Neckbreaker does not need a CD, just adjust the cost of barb ult to 500.

Dominate Smashing Merged into Massive Cleave talent spot.
It is really odd that all champions have the dominance widget but have to spec into dominate slashing to make any use of it. All champions now get the dominant smashing passive baseline and this becomes the Champion’s gimmick.

Spinning Backfist Talent Swapped with Fast Counter Attack.
Fast counter attack is very strong and easy to get. Spinning backfist is neither. Spinning backfist should be more available as it will be more of a core ability now with the above changes. Swap their positions.

Dominate Smashing Talent replaced with Leap Enhancement from Alpha Promotion.
Leap Enhancement now available to all champions if talented to help play with the new dominance system.

Alpha Warrior Promotion - All dominance Consuming abilities consume a max of 1 dominance (down from base 2 on most abilities) When you are above 7 dominance.
This will make the Alpha feel like the old Alpha by keeping the dominance costs the same as they were and being the “crit all the time” class.

Barbarian Promotion - Remove reduced cooldown on neckbreaker and increase soul power cost to 500.
+75 Thorns when above 7 dominance.

The cooldown to Neckbreaker was a bit much. An increase to the cost would be a better change. I don't want to give Barbs any more damage or sustain and a large amount of thorns might add some mid/large scale power without overpowering the class in small scale.

Pit Fighter Promotion - The 25% healing debuff from the 3rd LMB attack is now applied on each LMB attack while above 7 dominance.
Pit Fighter lost almost all of its utility with the introduction of Dragoon. It needs something more.

Whirling Pain - consumes a dominance pip with each hit to crit.
Whirling pain needs a slight nerf. Adding a dominance cost to auto crits will be good.

Vicious Stomp, Rend, Disarming Shout, Spinning Backfist, Kick Sand - require 2 dominance pips to auto-crit.
Most dominance consuming abilities now cost 2 since dominance will be more available.

Insanity - Buff duration increased to 45s.
Blood Rage - Buff duration increased to 15s.
Anger Management - Reduce the heal duration to 10s. Increase the AP duration to 20s.

Insanity, blood rage, and anger management are just not desirable compared to everything else. These changes make them more competitive choices.

Second Wind - Remove the avoid taking damage requirement. Increase the ICD to 90s.
Let the heal continue to heal when activated, even if you go over 50% HP.

Not a desirable talent. Needs a buff to be a competitive pick.

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Having Dominate Smashing that accessible at the first node would dramatically increase the DPS as well as the survivability of the champion. Currently, you have to make a choice of having to skip a lot of utility/sustain in the middle of the talent tree in order to grab the Dominant Smashing talent (Sacrificing sustain/utility for DPS).  What you are suggesting is to have the best of both worlds. 

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Posted (edited)
43 minutes ago, Audin said:

Having Dominate Smashing that accessible at the first node would dramatically increase the DPS as well as the survivability of the champion. Currently, you have to make a choice of having to skip a lot of utility/sustain in the middle of the talent tree in order to grab the Dominant Smashing talent (Sacrificing sustain/utility for DPS).  What you are suggesting is to have the best of both worlds. 

You only gave up 1 point to get dominate slashing because Fast Counter Attack was the only route worth taking.

I doubled the dominance cost of all the abilities and added a dominance cost to each swing of Whirling Pain. It doesn't make any sense for the class gimmick to be locked behind the 2nd hardest to reach node in the tree, especially when there are 8 abilities that are modified by dominance. I don't see it being that big of a deal. If it was though. I could see removing the auto crit part and having it do something else.

Edited by Yoink

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