Problem:
Marauder's class mechanic (mutations) are plagued with unnecessary RNG, some are OP (monstro), and in general the class rewards sitting in one stance for prolonged periods of time.
Proposal:
While the latter statement in the problem isn't caused by the mechanic itself, rather abilities in in certain stances... addressing the mechanic itself and how it functions should be the first step before possibly re-ordering trees and tweaking abilities to promote moving between stances as a base requirement to get everything out of the class and promote rewarding gameplay facilitated by player skill.
Solution:
Savagery: Now has a 100% chance to proc on the 1st hit after using the mutation, and thereafter refreshing any savagery tree debuff on a target will refresh the proc. Remove 25% chance to proc on hit.
This opens up possibilities for adjusting your rotation based on the circumstances to get the most out of your savagery proc. With the 10 sec cooldown now on TB, it becomes impossible for a go-to rotation of starting with and ending on TB for your ~5 second stay in savagery. You could possibly end on a double corruption to get your proc before entering brutality/monstro, or have rend near the begging and finishing on a second stack of it to refresh your savagery proc, a lot of other possibilities exist but the main theme here is that there is no set in stone way of refreshing and you have to make a decision based upon your target, and possibly if you even wanted to refresh at all.
Brutality: The buff is now instantly gained after using the mutation, and is refreshed whenever you strike an enemy at their rear (not sides). 25% chance to proc on hit removed. Buff carries over even if you change mutations.
This gives you a mechanism to refresh the buff, and a certain condition you may want to end on before switching stances. This also brings an ever so small amount of skill when thinking about when to switch or how to end your time in brutality.
Monstro: The buff is now instantly gained after using the mutation, and is refreshed whenever you hit 5 or more enemies with a single attack. 25% chance to proc on hit is removed. Buff is now considered an enchantment. Buff carries over even if you changed mutations.
Monstro has long been a very OP mechanic in the game, this is going to give definitive counterplay in both the fact that outside of AoE situation (which happens to be the entire theme of the monstro tree) you only have 50% uptime and anyone paying attention will know when it is and isn't up, and wil lbe able to take advantage of that. On top of this, shatter enchantment becomes a soft counter in certain situations. 5 people as the number to hit or more was chosen based upon that number being generally what you would expect when fighting more than 1 party of players at a time (melee train being 2 tanks 2 dps on you). With wrecking ball and demolition, monstro marauders performing that role in large warbands will be totally unaffected if not perform slightly better thanks to consistency. And while not related to balance this nerf doesn't effect marauders ability to PvE which I sure a lot of us would be happy with.
[Marauder] Class Mechanic
[Marauder] Class Mechanic
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