It looks like you're new here. If you want to get involved, click one of these buttons!
(Ring): Baasche says, "You seen what that change to reave damage looks like?"(Ring): Baasche says, "I don't feel like mathing."
I played with Pithy for about 2 days. can I get a refund?
I'm not a massive fan, because most of the damage support from runeguard and dk come either from the enhancements or from cure denial/higher than comparable mechanics comboable damage (sowulu). Templars damage is pretty much all built into reave (I am eliminating flare as the comboable +30 damage is pretty much par for the course across the board for knight now).
This change pretty much still leaves rg as the DoT king (half sip for 2 rounds, eliminate toadstool for a round, etc) and retains dks brutal burst (unartied dk still hits me in my tankiest prof with maxed out mitigation for > 260). Templar doesn't really have a high end viable strategy now (the affliction build is far too slow in today's meta, and emblazing isn't really useable given its conflicting pre requirements.
I agree something needed to be done about the frontloaded burst, but this leaves templar pretty toothless while leaving dk/rg with pretty much the same potency as previously. I'm pretty religious about trying to make my preferred profession work, but I would not touch templar for single combat and would be pretty reluctant for teams now, and I am maxed out for it.
The problem is not Reave so much as the problem is everything else attached to the Reave.
This change to Reave has made Templar Garbage while really not hurting the deathknight and the runeguard. The Deathknight can still pull out 160+ damage out of nothing but soulquench+negate or 240+ damage out of fleshburn+soulquench+negate, without even going into the soulstorm. That's enough damage to make Reave/Reave viable as a burst attack even if the Reave itself did zero damage. Which is fortunate for them, since that's about what Reave does now.
Runeguards are also sitting pretty right now, tbh. Toadstool denial, shield denial, half-sips, cure denials, and sowulu as a huge unblockable typed damage flare. And that's without even getting into their ability to tie a cool 100+ damage worth of enhancements into the combo pretty easily.
Templars got the shaft here, though. Flare does garbage damage with Faithroot, and if you choose to consume a rite the damage upgrades from "garbage" to "rubbish. Their passive damage tick is consumed by their full-damage flare as well as their prismatic breaking, and it sometimes hits the mana the opponent has no use for, which is basically the same thing as the tick missing altogether in any kind of 1v1 situation. Emblazing has a combined health and affliction trigger, so that it never gets to go off, and Burning has a 50% health trigger, which is lower than the trigger on any comparable enhancement. Also, Flare and Emblazing and Burning all do fire damage, which is the most commonly resisted element in the game.
The change to Reave should have been a change to basically everything BUT reave.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Winning off one skill isn't fun or good design.
Confusion says hello!
That aside, the damage option needs to be viable in 1v1 because there's a very small population of people who have any interest whatsoever in developing affliction combat routines, largely because of the difficulty imposed by coding the tracker.
Reave damage itself was fine, it's all the other crap that gets to go along with the Reave that's the huge problem. It's honestly probably an issue for a small beta phase now that we've got a few months of experience with it under our belts.
Yeah, but are we talking "We'll do that in 6-8 months" or "We'll do that in a couple weeks"?
Most of the knight changes would not be hugely complex things. Remove negate, limit enhancement flares to one per DSL, change pithakhan to only hit 1 sip, etc.
Yeah, but are we talking "We'll do that in 6-8 months" or "We'll do that in a couple weeks"?Most of the knight changes would not be hugely complex things. Remove negate, limit enhancement flares to one per DSL, change pithakhan to only hit 1 sip, etc.