Lets talk Trivial Blows
Posted: Thu Nov 26, 2015 1:58 am
First off: I want this to be a nice conversation so please keep it calm.
I was talking with Aza today about the issue with too high crits from especially Sorcs/BWs that we have at the moment.
Its not solely about Sorcs/BWs but how easily Crit in general is obtainable later on and how many Crit modifiers the whole game has.
My own suggestion (which i made some long time ago already) was to just give Initiative some more meaning by implementing some sort of AntiCritDmgComponent to it (like Trivial Blows was working). This way people would have a stat to itemize for to avoid Crit damage instead of having to waste a no-brainer 45points in TB.
Azas personal preference allthough would be something like more directly targeting the Classes that deal too much damage, because Init/TB changes would basically also lower the damage of already weak classes in comparison. I personally can also see the reasoning here, but here i have some special idea. An implementation of Init/TB that solely lowers the damage from Bonus-Crit-Dmg. Every class has its base 50% Crit dmg and will still always deal that. Classes that use Tactics or Mechanics (Sorc/BW) will have their Bonus crit coming from those sources reduced on the other hand.
This would give people a chance to itemize against the ridiculous amount of Critburst that we already have (and which will just get WAY worse later on), but do not touch classes with already average dps. Also this will not be a no-brainer to go for, since you have to also invest RR for it, or slot your Armor with it. So you cannot run full armor/resis or any mainstat if you want that sweet mitigation. Also this whole thing still has counterplay since there are Init debuffs existent in the game.
From what ive gathered so far there will be balancing for heavily overloaded kits. Sooner or later doesnt matter, but it will definitely come some time. Additionally there are a few different things that could also need some adjusting so i will just list them and want to hear some feedback from you guys.
#1 The Init change from above.
#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
#3 TB like it was back on live?
#4 Make armor easier to be accessible
#5 Strenghten the efficiency of Toughness
#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
/discuss
I was talking with Aza today about the issue with too high crits from especially Sorcs/BWs that we have at the moment.
Its not solely about Sorcs/BWs but how easily Crit in general is obtainable later on and how many Crit modifiers the whole game has.
My own suggestion (which i made some long time ago already) was to just give Initiative some more meaning by implementing some sort of AntiCritDmgComponent to it (like Trivial Blows was working). This way people would have a stat to itemize for to avoid Crit damage instead of having to waste a no-brainer 45points in TB.
Azas personal preference allthough would be something like more directly targeting the Classes that deal too much damage, because Init/TB changes would basically also lower the damage of already weak classes in comparison. I personally can also see the reasoning here, but here i have some special idea. An implementation of Init/TB that solely lowers the damage from Bonus-Crit-Dmg. Every class has its base 50% Crit dmg and will still always deal that. Classes that use Tactics or Mechanics (Sorc/BW) will have their Bonus crit coming from those sources reduced on the other hand.
This would give people a chance to itemize against the ridiculous amount of Critburst that we already have (and which will just get WAY worse later on), but do not touch classes with already average dps. Also this will not be a no-brainer to go for, since you have to also invest RR for it, or slot your Armor with it. So you cannot run full armor/resis or any mainstat if you want that sweet mitigation. Also this whole thing still has counterplay since there are Init debuffs existent in the game.
From what ive gathered so far there will be balancing for heavily overloaded kits. Sooner or later doesnt matter, but it will definitely come some time. Additionally there are a few different things that could also need some adjusting so i will just list them and want to hear some feedback from you guys.
#1 The Init change from above.
#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
#3 TB like it was back on live?
#4 Make armor easier to be accessible
#5 Strenghten the efficiency of Toughness
#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
/discuss