Changes to underperforming Epic Feats

Aaabbbcccddd

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With the update to the EDs I had a discussion with a friend, which of the epic, destinty and legendary feats could use some love,
while the devs are doing some bigger changes in the Epic department.

Here is a list of feats we think could use some changes because they are "underperforming" or "underutilized".
The numbers used here can alsways get adjusted, if deemed unbalanced.

Disclaimer: We think all spells,sla and spell like feats in epic and above should have the same caster level scaling.
That scaling should represent the fact those spells are epic and above and shouldn't stop scaling in heroics.
The damage should then be adjusted with the damage dice only.
Epic caster level = character level + caster level from enchantments etc (without caster level from Epic Knowledge and Legendary Knowledge)


Destiny Feats:

Lasting Inspiration:
This feat feels pretty weak for an epic feat, even for the target audience. The buffs proposed here might not even enough, especially if we take a look at the
competition Epic Spell Power.

Option 1: Bardig Inspiration now effects all allies in a close vicinity and cost as many inspirations as number of affected targets.
Additionally to the effects it already provides.
Note: This is not gonna happen. Programming reasons. Sniff

Option 2: Bardig Inspiration now lasts the entire dungeon and is not removed through death.
Additionally to the effects it already provides.
Note: Now it is truly lasting.

Arcane Puls:
This feat does way to little damage for the investment. This is "the" dps ability for caster and you have to invest a feat, points into Magus of the Eclipse tree,
the actual time it needs to stack up(18s) and spellpower+spellcrit. I would give it a proper caster level scaling, with the above mentioned scaling.
Then it should be balanced through the dmg dice.

Pierce Adamantin/Byeshk/Cold Iron/Silver:
This feat line lost quite a bit of purpose with the introducion of more content like Grandmaster of Flowers, new weapons and the likes.

Option 1: Combine the entire feat line into one feat.

Option 2: Pierce Adamantine/Cold Iron: Additionally gain +3 seeker.
Pierce Byshk/Silver: Additionally gain +2 deception.
Note: Those are just some smoll boni to enthuse players to pick these feats, maybe not the best solution for this niche feat line.

Wind through the Trees:
This feat is over all fine and good defensivly, but it could use a bit more spice to make earn the title of level 28 feat.

Option 1: Remove the internal cooldown of the feat.
Note: From using this feat it feels like the internal cooldown is per enemy, but in the tooltip it sounds like it's when it triggers.
This shouldn't be to strong because it's just a 5% chance to trigger.

Option 2: Enemies that get knocked down from this feat count as helpless.

Option 3: Additionally gain +3 dodge, +3 dodge cap.
Note: Bonus stats yeah.

Spirit Blades:
Nice to look at but could get some actual scaling like the other spell like feats. And the metamagic quicken should get fixed.
To give it more uses utility it gets more options in the EDs.
Changes: Multiselector in Unyilding Sentinel Tier 4 for The Best Defense: Blade Ward: While the blades are active, enemies take
25% of the blades damage when they strike you.


Multiselector in Exalted Angel Tier 4 for Delayed Judgment: Spears of Light: The blades deal additional light damage.
All the damage of the blades are doubled against undead(like sunbeam).
Note: I wonder if it's possible to make them work at the same time?

Dreamscape:
This feat has no home at the moment. The following change would make it more more skillful, in the sense that it could better be used to avoid
big hits from enemies. The downside from using this feat is always the loss of damage while in stasis + a brand new debuff.
The hope is that it maybe get picked up by player that use it in raids and time it right to dodge some boss attacks.
Changes: The cooldown is reduced to 25 sec but the buffs are removed and the duration is 4 sec. Can be used while helpless.
If this ability didn't avoid any dmg you get a debuff: You gain 10% vulnerable for 20 sec.
Note: Just spawn a low level invisible kobold on your position, and if he survives, give the debuff.

Font of Life:
This feat is is to similar to Epic Spell Power Positive and is also weaker. They differ a bit in use cases but still compete on those healing builds,
that want to maximize spell crit. The following options either make it better at it's job or broaden the target audience.

Option 1: Additionally it gives +5% positive spell crit chance.

Option 2: It instead gives + 20 to all heal amps and +20 positive, negative and repair spell power.
Note: Font of Life?

Tactitician:
An epic feat that gives +2 tactic DC ... meh. Not really impressive. But with new tech come new possibilities.
Change: Additionally gain + 20% Cooldown reduction on tactic feats.
Note: The only problem is when one of those nasty Dragon Lords gets their hands on this(should be multiplicative for sure).

First Blood:
This feat is niche and can be underwhelming when used in groups. We suggest a "flat" damage boost to give it a bigger UMPFF when it lands.
Change: Gain extra +40 damage for each sneack attack die.

Holy Strike:
The damage from this feat is a little bit to low for the high cost of only appling on a vorpal.
Change: The damage scales with the higher of 200% melee or range power.

Guardian Angel:
This feat has a wisdom scaling, which reduces it's use cases by a lot. And it weirdly also only gives prr.

Option 1: Make it give mrr as well and it uses the highest mental stat.
Note: This change would broaden the audience and make it work better against spell caster.

Option 2: While above 80% health when you take one instance of damage, that would take you under 10% health(or death) your health is set to 10% instead.
For 1sec you can't take damage. Cooldown: 5 min.

Hellball:
As the above spell like feats it should get a proper scaling. And when we get the Warlock ED in 2030 that tree should have interaction with this feat.
For example extra elements depending on the pact + evil. Furthermore should it get a wisdom version.

Forced Escape:
One of those untouched feats, not bad but could use some attention. A proper spell scaling like the other spell like feats, without giving it to much dmg,
it is a defensive feat after all. And some other changes to spice it up.
Change: Cooldown: 30 sec
Gets a Multiselector in Fatesinger Tier 4 for Shout it out: Sound of Metal: When you use Forced Escape, it also effects all allies in the burst and heals them.
Note: The sound of chains hitting the floor.

Enhanced Elemental Dice:
This feat slot is highly contested and this feat is worth in power than some feats that are lower level than this.
To bring it on par with the Harbinger of Chaos and Embodiment of Law, we propose the following changes.
Changes: Instead +2 Imbue die and + 15 acid/cold/fire/electric damage reduction bypass.

Epic Feats:

Master of ... (except Master of Knowledge):
This feat line feels pretty old, which is reflected by the impact it actually has. We would just delete all of them excecpt maybe one or two of them,
but if we want to be more constructive, here are some changes that might help this feat line to be more relevant again.
Changes: Instead of +10 max caster level, it makes the spells have no max caster level and + 3 caster level.

Blinding Speed:
This feat is almost useless, because in almost every build is an item with speed.The following chages would give it it's own niche.
Changes: Additionally it gives the action boost Blinding Speed: Gain 50% action boost bonus to movementspeed and
30% action boost bonus to attackspeed for 20 seconds.(counts as action boost)

Epic Damage Reduction:
This is one of those boring feats, that get picked up if you have no idea what to pick. It also is not that good for a level 27 feat.
Changes: While wearing robes or no armor: +10 mrr +10 mrr cap
While wearing light armor: +10 prr +3 dodge
While wearing medium armor: +3% damage reduction
While wearing heavy armor: +5% damage reduction
Note: This setup was made to give other armor types more power and make the feat more interessting.
Since light armor is way stronger than the other types, it got the worst bonus.

Bullwark of Defense:
Just to make the numbers more pleasing.
Changes: Instead +3 saves, + 5 AC.

Epic Reputation:
Another one of those niche feats, that could use some attation. Tanks sometimes use it to get their intim high enough.
To make it more appealing for diplo and bluff users we would change it as follows.
Changes: + 10% cooldown reduction on social skills. (stacks with Linguistics)

Legendary Feats:

Scion of Shadowfell:
Equality!
Changes: Additionally gain +3 imbue die.

Scion of Elysium:
The Summoner feat! I proudly announce I already used this ones.
Just some goodies because as long as summons etc. don't get rework this will always be an uphill battle.
Changes: +150 hp for you and your your summons/hirelings/pets
+8 to all stats for summons/hirelings/pets
You get an Exalted Angel like passiv healing Aura (1d4+1 per char level every 3 seconds scaling with spell, melee or range power),
that only works on summons/hirelings/pets

Scion of Limbo:
The grande finale. This is a complete overhaul because the feat is never used except you missclick. Why is that? Because it is completly RANDOM!
With this change the identity will remain the same but it is less random and more skillfull to operate.
Changes: +2 to all saves/ +5 melee and ranged power/ +10 universal spell power/ +2 to all ability scores/ +5 prr and mrr / +10 to all healing amps
This ability cycles through one phase each minute and always in the same order.

1. +30 melee power/ +30 ranged power/ +45 universal spell power
2. +6 to all ability scores/ +4 to all saves
3. +20 doubleshot/ +20 doublestrike/ +20 spell crit damage
4. +40 prr/ +40 mrr +20 mmr cap/ +100 temp hp * epic or legendary level
5. +10 to hit and damage/ +7 spell dc
6. + 20 dodge +10 dodge cap/ + 40% all healing amps

Your Scion of Limbo feat has the active component: Skip the current phase and go to the next. 3 min cooldown.
Note: The idea is that you know the order so you can plan ahead. And if you need a burst of damage you can skip a defensive phase,
or if are in danger you can change from a damage phase to a defensive phase.
There should be a cool small animation when you change phases for example a sword if you change to offense and shield for defense.
 
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