Dear All,
Everybody in the community is aware of the issues with nightfall power creep. I have been seriously thinking about this topic since the last update, and I have come to a few conclusions.
One of the skills that saw buffing was primal rage. To me this is a bit crazy. This skill is probably more powerful than the original rampage as one, because warriors have the ability to put a fair number of disruptive skills on their bar while still outputting stupid damage. And again, rapid use of skills, high weapon mastery, not watched chop chop in a while but he prob still runs a sup means that I would say that the current Primal rage probably equals the dps of the old rampage including the pet.
So not only do we now have a skill that allows warriors to output close to the dps of the old broken RAO thumper but has even more disruptive skills to kill stuff with and you have gone the opposite way than the way the game needs to go.
Quote:
Originally Posted by intention of post
The general principle that I wish to propose here is that offense and defence need to be toned down and that disruption needs to be toned up or that maybe disruption in its current form would be eneogh if the aforementioned offense and defence is toned down.
This is a one sided post. I do not intend to start talking specifics with regards to disruption and defence. I only intend to discuss specifics with regard to damage output.
The first thing that I want to say is to point out a number of principles that underscore my way of thinking.
1. Passive immunity to active defence is bad. The contenders for this are, assassins remedy and avatar of melandru.
2. Massive midline damage (spike+pressure) is bad. I have to appeal to Greedy Gus for this, a reading of his posts in older threads is necessary. The idea of the offensive paragon and the current turret ranger is just too much for the game. The difference between these and a third warrior is that a third warrior removes a lot of spikiness from builds due to positioning, and the fact that it takes a lot more to spike well with three wars.
3. Builds that involve spammability are bad. Current contenders are warriors endurance, assassins particularly palm stike but this is true in general.
These are the skills that break the balance of the game. A lot of this assumes that obviously broken stuff is fixed. However upon toning things down, these are the things that would now need fixing.
Dealing with the increase in Ranger power.
One of the things that is an indication of this is the fact that it was considered ok for cripshot to come back down to 10 energy.
Those elites need to go back up to 15 energy. Correspondingly natural stride and mending touch need to be taken of ranger bars by change or some other way. This has been mentioned by Gus in the past. This also means that antidote signet needs to be treated the same way.
Here is where I become a heretic. There are a couple of things that have been looked at in the past but could never have been touched due to power creep. Dshot and Savage Shot recharge needs to be looked at. The only person I can remember agreeing with me is Akaraxle.
Best way to fix nat stride would be to remove the run buff IMO.
Troll unguent has to be left at 3 seconds, The calls for its buffs are wrong because those are reactions to the current broken state of the game. You have to have a second chance to interrupt troll when its covered by a defencive stance.
What I would love to see is blackout coming back on ranger bars, somehow.
To fix the turret further I would suggest making hunters shot and other skills do more damage but take away the 1 sec activation because that makes turrets way too spiky.
Dealing with the increase in Warrior power.
The only things that are currently a problem are things that have been buffed like wars endurance and primal rage.
However to reduce the offense eneogh that you can start seriously looking at rush. Yes this is where I become a heretic. As far as I can see, all people will agree with me when I say that rush/frenzy interaction takes skill. Most people will agree that taking rush over sprint will increase a warriors pressure a fair bit.
I think that having rush and frenzy pretty much on demand is too powerful in the hands of warriors like chiizu smgzor and so on. I am not saying nerf as in destroy because making a sacrifice in terms of split mobility should be rewarded. However the adrenal cost of it needs to go up maybe to 6 or 7 strikes.
This would also negatively effect hammer dps as it would moderate the use of flail slightly.
I think that what changed at nightfall release is that suddenly nobody carried sprint almost at all, and of course with the increase of damage coming in from other sources we suddenly have a situation where very few people will think that rush needs to be looked at.
Again I acknowledge that I may have become a heretic.
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While I have not dealt with degenerative spike builds like blood spike in this post I think that dealing with them by the nerfbat is obviously desirable. If you are going to reduce the pressure of a balanced build by nerfing turrets, rangers and warrior pressure you would also have to sort these things out too.
Joe
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