Jaycub wrote:>deadly clutch overrated for survivability
If you are focusing the right targets and assisting/being assisted either you are going to kill the target, or you are going to be leeching a **** of heals and with a guard and 2 healers behind you... you are much harder if not impossible to pressure off.
Also everyone knows the dmg in monstro is garbage, but it's just the fact they have a get out of jail free card against physical dps. It's a great defensive tool when you need it. Yes I know the hot is garbage, its the ignoring armor pen that makes it amazing.
Your first point is true, but it is still overrated. You get 25%, of the total HPS done to the target (50% of 50% debuffed). It certainly isn't bad, but it is overrated. Does it make you harder to pressure off? Sure, that is the point of the tactic. But lets say 2k HPS is being pumped into a target, they are receiving 1k HPS, and the Marauder, 500. It is something, but it isn't as amazing as a lot of people on these forums are saying. Not to mention, it isn't even in RoR yet as you can't get it until level 28-29 or so (I don't feel like looking). The concept that you are leeching "a ton" of heals is simply not true. You are receiving 25% of the total healing done on the target. It's good, but it doesn't make you some kind of unkillable monster.
And hey, do you remember the old deadly clutch? It was a 75% healing debuff. This new one is actually a nerf to the old one hah.
I'd honestly prefer they remove the deadly clutch tactic, make Tainted Claw a specced 50% heal debuff (like every other MDPS, WL's heal debuff should also be 50% incoming and not positional for parity), and just added some random new tactic in or whatever.
The armor pen is a great defensive tool. It is honestly really the only reason to pretty much ever swap to Monstro outside of spam AoE pad damage. But you quite literally can't do a whole lot else while you are receiving that boost to physical survivability. You lose access to any real damage or debuff potential, and you have to keep attacking and hope that you chain proc it (it certainly does not have a 100% uptime).
(the one caveat is if you start in Monstro, get an immediate proc, remembering it is a 25% chance and can't refresh itself, and then swap over into soemthing else, at that point you will have a whopping 3 or so seconds of the ignore armor pen while you can do something else).
So, lets do a hypothetical game for those who think these things give Marauder's too much survivability:
1. Do you think it would be balanced to remove the leech heals from the deadly clutch tactic, making it so the Marauder is the only MDPS who has to waste a tactic slot to do what everyone else (besides WL, which everyone knows needs a buff) can do while using actual DPS tactics?
2. If you were to change the -ignore armor pen, what you give Monstro instead? Would you rather just see the Marauders survivability gutted to a lower than WL level while having less burst damage and less mobility? Especially as most people agree that WLs could use some decent buffs/reworks?
The funny part about this thread is that the Marauder at release was actually a really terrible class. Stances hit GCD, there were no stance procs, they had tank level damage, etc.. They, after many years of people like me recommending proper changes, they finally got a series of buffs that made them a well rounded, good class. Maybe they were slightly overbuffed, I don't think so, but I'd much rather see other classes get the proper buffs they've always needed then to have Marauders nerfed because its "easier" to tune down one class then it is to fix Mythic's terrible overall balance. Just because something is easier doesn't mean it is "the best way" to do something.
I think, as a community, people should be trying to get EVERY class tweaked and tuned to where it has a niche and is a well rounded and viable class, instead of complaining that the Marauder (and Slayer) are a little better than the other MDPS classes. Using bad design as a reason to blanket nerf classes makes this a worse game. Using bad design as a reason to tweak classes properly (including appropriate nerfs where they are needed, the Marauder is no exception), is the correct approach.