peterthepan3 wrote: Tue May 15, 2018 11:24 am
Whether or not it increases evasive stats or speed, one thing is for sure: enchantments would need a cooldown - lest Khaine SM simply swap to the enchantment to benefit whenever they want.
And yes: I am against making HB give a flat damage % increase. Let's think outside the box.
I agree with reducing the ability for SM's to be able to overlap their blade enchants, if they all become useful/powerful. Should I make a balance proposal on that as well? It would consolidate that discussion out of the two blade enchants threads.
Stack resistance debuffs are bad for the game. I have the math somewhere and I find/will show it if asked. But the end result is exponential damage increases for everyone involved. You would have to make resistance buffs stack in order to balance that. But in the end that heavily punishes people without optimal group set ups for buffs, making the always bring w,x,y,z class even worse.
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Alright so if we are looking to avoid to not increase the damage of khaine SM's,
solution 1B is definitely out. (That's why it was B) Do we strike it out on the original post to reflect this?
Solution 1a can be scaled with points into hoeth to where it can reliably make heaven's blade damage low if you have spent points to get ether dance.
Solution 2 was given to me by another sword master (sort of). He said make it a lifetap, and I morphed that solution into what I proposed. Roadkillrobin, in order for a swordmaster to take all of the healing in hoeth, two tactics slots and your blade enchantment (as proposed) are used.
The blade enchantment as proposed only heals when the destro it was procced onto hits a party member. This makes it unique compared to the tactic healing components, and also less likely to constantly heal your entire party unless the opponent it triggers on is AoEing your entire party.
Now I do recognize the potential for this getting fairly high in AoE environments, so I would say that it needs a ICD appropriate to the amount of healing inserted for X.
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While adding avoidance stats such as disrupt could be a good proposal to add to make the blade enchantment useful, disrupt rates can already be stacked fairly high. I would still like to see enemy magus, sorcs, dpszealots, dps shaman on destro side be useful!
Adding movement speed is also an interesting idea, but I'm not sure how useful it would be since you have to be hitting a target in order to proc a blade enchant. Would allow your party to push back line easier, or disengage better from a fight if need be. I could find situations where I would definitely use the blade enchant. If we did the movement speed increase, I'd reduce the duration to 5s.