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View Full Version : GU61-Consolidated AA Revamp Feedback & Suggestions


FreaklyCreak
08-05-2011, 02:16 PM
<p><p><span style="font-size: large;">Alternate Advancements Revamp</span></p><p><strong><span style="text-decoration: underline;"><span style="font-size: medium;">Troubador</span></span></strong><strong>Demoralization(Expertise)</strong><strong>Feedback</strong>: This debuff only gets any real effects in PVP combat because many raid mobs do not use Combat Arts.<strong>Suggestion</strong>: Debuffs 2% one of any of the following stats Potency, Multi Attack, or Flurry chance, per demoralizer debuff songs are on the mob.</p><p><strong><span style="text-decoration: underline;"><span style="font-size: medium;">Inquisitor</span></span></strong><strong>Maladroit(Expertise)</strong><strong>Feedback</strong>: This debuff is very weak.<strong>Suggestion</strong>:  If it were to reduce multi attack by 20% then it would be worth going after for anyone during raid content progression untill which time their gear would mitigate or outheal the damage caused by the 20% multi attack not being debuffed.</p><p><span style="text-decoration: underline;"><strong><span><span style="font-size: small;">Cleric</span></span></strong></span><strong>Exorcise</strong><strong>Feedback</strong>: Really neat ability that is pretty unique in the way it works but it's down turns make it a non-practical choice.<strong>Suggestion</strong>: Reduce recast time to 15s base. Triple the power cost, make it 10m radius, instead of 7.5 radius, reduce all heal spells by 50%.</p><p><strong><span style="text-decoration: underline;"><span style="font-size: medium;">Mystic</span></span></strong><strong>Spirit Dance(Expertise)</strong><strong>Feedback</strong>: It has the potiential to be really powerful but it's in-ability to be altered by critical chance, casting speed, or reuse makes it obsolete.<strong>Suggestion</strong>: Truely the core of the ability's downfall is simply it's casting speed. If you change the casting speed to 3s over it's current 8s then it would be a much better spell.</p></p><p><span style="font-size: large;"><strong>></strong></span>They stated at fan faire that they wanted every AA to a viable option for a style of play(atleast thats what I got out of it when reading reviews from people at fan faire). Try to keep your suggestions balanced and not crazy, keep it inline with the original idea for the AA.</p><p><strong><span style="font-size: large;">>></span></strong>Keep it simple, clear, and to the point.  Format so it's easy for a developer to skim through and go back and find stuff they liked or agreed with.<span style="font-size: large;"><strong>>>></strong></span>I'll add more feedback as I find time to check other classes.</p>

LardLord
08-05-2011, 02:46 PM
<p>I think Maladroit is OK.  If you buffed it, then you'd probably need to buff Punishments and Battle Cleric as well.  EoF endlines that make a significant difference are the exception rather than the rule.  They're kinda balanced to be weak, which is fine with me.  My list for <strong>Inquisitors</strong> is below.</p><p><strong>Enhance: Resurrections</strong> - Casting speed is obviously capped easily at end game, so this AA should give some other benefit like a range increase as well as the casting speed.  <strong>Enhance: Fervent Faith - </strong>This needs a bonus besides the reuse speed.  Perhaps the fifth point could grant immunity to control effects for a short time.<strong>Enhance: Act of War</strong> - This is redundant if you have the raid shoulders.  Simply increasing the potency of Strike of Faith by a total of 30-50% would be a better option.</p><p><strong>Enhance: Heresy -</strong> This AA works fine, but compare it to Enhance: Vengence or Enhance: Repentance in this tree and you'll quickly see that it is underpowered.  Perhaps the fifth point could add an extra trigger?</p><p>Both Forced Obedience AAs are virtually worthless as well, but that's simply because the offensive and defensive skills on NPCs are not balanced correctly.  I'd rather you balance those skills correctly instead of changing every ability/AA that buffs or debuffs them.</p><p>Additionally, in the <strong>Cleric </strong>tree, <strong>Blessed Armament</strong> should proc on spells as well as melee hits.</p>

FreaklyCreak
08-05-2011, 07:09 PM
<p><cite>Quabi@Antonia Bayle wrote:</cite></p><blockquote><p>I think Maladroit is OK.  If you buffed it, then you'd probably need to buff Punishments and Battle Cleric as well.  EoF endlines that make a significant difference are the exception rather than the rule.  They're kinda balanced to be weak, which is fine with me.  </p></blockquote><p>I don't ever see my self going for a 5% multi attack debuff as is... It's just so small.</p>

Mzia
08-05-2011, 09:03 PM
<p>Serene Symbol (Druid AA) - Appears to do absolutely nothing to any DoV mob.</p><p>Maybe replace it with something that does do something, since I think the point is for mages to do this now.</p>

denmom
08-06-2011, 04:25 AM
<p><cite>Mzia@Unrest_old wrote:</cite></p><blockquote><p>Serene Symbol (Druid AA) - Appears to do absolutely nothing to any DoV mob.</p><p>Maybe replace it with something that does do something, since I think the point is for mages to do this now.</p></blockquote><p>A Warden I know uses SS in raid and instances to take off beneficial buffs off the mob before they explode the group.  This is very useful for when the mages aren't able to toss out Absorb Magic in time, at least someone is able to debuff.</p><p>The Librarian (raid/instance), Idol of Zek, prophet kobold in Pools, to name a few.</p>

Mzia
08-06-2011, 10:37 AM
<p><cite>Pheep@Unrest wrote:</cite></p><blockquote>A Warden I know uses SS in raid and instances to take off beneficial buffs off the mob before they explode the group.  This is very useful for when the mages aren't able to toss out Absorb Magic in time, at least someone is able to debuff.<p>The Librarian (raid/instance), Idol of Zek, prophet kobold in Pools, to name a few.</p></blockquote><p>That's interesting, I've tried it on a few of those mobs with the buff up and had it do nothing at all (no power consumed, etc).  I've been assuming that it didn't do arcane anymore (half the description says it doesn't, the other half says it does).  Maybe the 98 levels I have it dispelling just isn't enough for these mobs?</p><p>EDIT: Just tried it on the Kobold prophet - it does work there.  I don't usually bother with trash :/</p>

ZUES
08-06-2011, 11:57 AM
<p><strong><span style="text-decoration: underline;">Berserker </span></strong>New Heroic AA that add's 25% hate (passive ability)New Shadows AA that add's -25% hate to single allyNew Shadows AA that prevents a single target from switching targets for 15 secondsIncrease each taunt by 10,000 more threat</p><p><strong><span style="text-decoration: underline;">Guardian</span></strong>New Heroic AA that increases AE Autoattack by 25% and Procs 3500 threat to all targets within 25 meters for 30 secondsNew Heroic AA that reduces stun, stifle, daze and and increases hate gain by 10% per CA cast for short durationIncrease each taunt by 10,000 more threat</p><p><span style="text-decoration: underline;"><strong>Paladin</strong></span>New Shadows AA that increases DPS by 75 for 1 minute and makes caster immune to all damage for 10 secondsNew Heroic AA that adds a passive proc that increases threat by 3000 per melee crit (single target)Increase each taunt by 10,000 more threat</p><p><span style="text-decoration: underline;"><strong>Shadowknight</strong></span>New Heroic AA that prevents a single target from switching tagets for 10 seconds and adds 10,000 physical damageNew Heroic AA that adds a passive proc that increases threat by 3000 per melee crit (single target)Increase each taunt by 10,000 more threat</p>

FreaklyCreak
08-06-2011, 12:13 PM
<p><cite>ZUES wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">Berserker </span></strong>New Heroic AA that add's 25% hate (passive ability)New Shadows AA that add's -25% hate to single allyNew Shadows AA that prevents a single target from switching targets for 15 secondsIncrease each taunt by 10,000 more threat</p><p><strong><span style="text-decoration: underline;">Guardian</span></strong>New Heroic AA that increases AE Autoattack by 25% and Procs 3500 threat to all targets within 25 meters for 30 secondsNew Heroic AA that reduces stun, stifle, daze and and increases hate gain by 10% per CA cast for short durationIncrease each taunt by 10,000 more threat</p><p><span style="text-decoration: underline;"><strong>Paladin</strong></span>New Shadows AA that increases DPS by 75 for 1 minute and makes caster immune to all damage for 10 secondsNew Heroic AA that adds a passive proc that increases threat by 3000 per melee crit (single target)Increase each taunt by 10,000 more threat</p><p><span style="text-decoration: underline;"><strong>Shadowknight</strong></span>New Heroic AA that prevents a single target from switching tagets for 10 seconds and adds 10,000 physical damageNew Heroic AA that adds a passive proc that increases threat by 3000 per melee crit (single target)Increase each taunt by 10,000 more threat</p></blockquote><p>Yeah, all of that is severly overpowered and would require them to then balance it against brawler stuff with new AAs in brawler heroic and shadow lines.</p><p>Think compromise, think smaller. The game needs balance or it isn't a challenge. Don't paladins already have two damage saves? Doesn't guardian already have a clicky CC immunity(maybe it's proc then?)?</p><p><strong>Build off any AAs that you deam useless and tell them what would be better that keeps the same flavor as the old AA. Like if an AA increases a debuff but that debuff isn't enough then tell them to either increase the amount or tell them additional stats that could be added to the debuff to make it better. The kind of suggestions you are giving for brand new AAs needs to be done near an expansion's beta, not in the middle of an expansion.</strong></p>

Onodi
08-06-2011, 01:04 PM
<p><cite>Yadri@Vox wrote:</cite></p><blockquote><p><cite>ZUES wrote:</cite></p><blockquote><p><strong><span style="text-decoration: underline;">Berserker </span></strong>New Heroic AA that add's 25% hate (passive ability)New Shadows AA that add's -25% hate to single allyNew Shadows AA that prevents a single target from switching targets for 15 secondsIncrease each taunt by 10,000 more threat</p><p><strong><span style="text-decoration: underline;">Guardian</span></strong>New Heroic AA that increases AE Autoattack by 25% and Procs 3500 threat to all targets within 25 meters for 30 secondsNew Heroic AA that reduces stun, stifle, daze and and increases hate gain by 10% per CA cast for short durationIncrease each taunt by 10,000 more threat</p></blockquote><p>Yeah, all of that is severly overpowered and would require them to then balance it against brawler stuff with new AAs in brawler heroic and shadow lines.</p></blockquote><p>Can's speak on crusader class so i removed that part of the quote, i play both warrior classes though:</p><p><strong>Berserker:</strong></p><p>10% passive increase would be acceptable (in line with a skill on the guard subtree)</p><p>10-15% hate reducer on a single target (sort of a light version of the guard version again... no CB bonus though)  would be nice too but not as critical as the first request (swap out gut roar for this)</p><p>(no need for a single target lock, we do have Cry of the Warrior which is this anyway)</p><p><strong>Guardian:</strong></p><p>I like the AA that increasees threat and AE autoatack... anything to help a guards DPS is welcome IMO.</p><p>Really don't see a need for agro control on a Guard othewise, never have had issues with this since the SF AA's and the Class adjustments last year (15% single hate transfer really cleaned up that issue).</p><p><strong>All tank classes:</strong></p><p>% based increase on all threat (if 3-6k currently take it to 12-24k), since there is quite an imbalance between Threat vs DPS and its only increased with DoV.  Heck to make it AA realted i'll toss in 5 points to increase threat by 1x per point.  If we are just talking about the Warrior class, then add a .3-.5x per point threat increase to the current "Executioner's Anger" ability in the Warrior AA tree instead of the % based increase to threats it currently has.</p>