willox2112
Member
Could we add crit range/multiplier in the Warchanter tree somewhere and make it more like other melee trees? Say 4th core or Howl of the North?
Crit multi to bring it up to the level of at least druids would be great, +1/+1 even better. But I think that's outside the scope of this pass, sadly.Could we add crit range/multiplier in the Warchanter tree somewhere and make it more like other melee trees? Say 4th core or Howl of the North?
Could we add crit range/multiplier in the Warchanter tree somewhere and make it more like other melee trees? Say 4th core or Howl of the North?
Pally imbue applies only to favored weapon, so useless for shuri-throwers.pretty sure that shuri users will still use Shiradi, and gain benefit from pally splash for the imbue
Could falconry capstone also get buffed? Doesn't have to be a ton, but a little love for 41 falc would be nice—right now, not many people take it past 27.
First of all this has nothing to do with the merit of your suggestion.Consider adding a new universal tree (Diety Tree) where we can gain extra benefits, like an extra feat, extra to hit\damage and add extra diety favoured weapons(like Shuriken)
I can’t even see FoM as an incentive to take at all in Falconry. I always wear an item over the spell since it never gets dispelled. Maybe if it could not get dispelled or injuncted.Could Falconry just get fixed. It has never given Freedom of Movement.
I took a 6 month break, but I seem to recall the math to take PA over precision was not beneficial, unless you were a Barb (maybe HORC) or THF?Some other things to look at imo
Kensai tree is actually really good but many enhancements cost too much - also requiring fighter 8 to take all the T5s is not consistent with the rest of the game
Crit range/multiplier is really important to melee makes some builds not viable due to lack of them eg
Pure (melee) druid (barb/fighter/sylvanus splits shore up this weakness)
Warchanter (again needs to multiclass or use swash)
Harper agent
Warpriest (melee clerics are forced to use War Domain which makes for an uninteresting choice)
Imbues - The imbue pass was basically free damage to multiple classes and opened up new builds but some didnt get the memo here
Fighters
Druids
The advice for many multiclass builds is to splash 1 paladin instead of using the class imbue
Remove pre-req for improved trip (also improved sunder but the pre-req for this is less of an issue as a dps focussed build would consider power attack)
I've been hoping for this for years. Even if it has to be something like crit for non-swash weapons.Could we add crit range/multiplier in the Warchanter tree somewhere and make it more like other melee trees? Say 4th core or Howl of the North?
Since Arcane Bolt is considered a Level 2 spell, and Arcane Blast is level 4, can we see the dice on these abilities increased to 1d6+2 and 1d6+4, respectively, to match the progression of other spells/classes? Blightcaster is the nearest approximate caster (possessing many untyped Thorn spells), and they all do 1d6+[spell level] damage.
Thank you for this - a relatively simple change that opens up a whole new weapon group for a lot of players.
- Vistani
- Kukris now function with this tree, with the exception of the core 12, which only gives +1 multiplier (this keeps them in parity crit-wise with daggers as they naturally have +1 threat range over them)
Very nice overall. The assassin poison attacks needs to add tactics or assassinate bonuses otherwise nothing will fail the save at endgame. Also, will the immunity strip be independent from the save?With Update 61 we have embarked upon a slightly unusual kind of balance pass where instead of targeting a specific gameplay feature and overhauling it top-to-bottom, we are instead going wide. This means that we've changed and adjusted 13 distinct features across 7 classes and 2 universal trees to provide a larger holistic set of changes meant to intrigue character builders and shore up some statistical weakness. These adjustments include AP cost reduction, cooldown reduction, or generalized buffs largely meant to bring up underused specs and add some excitement across the board.
Let us know if this kind of balance pass is something you'd want us to do again in the future! This is a relatively new approach for us so any feedback on the specifics of the changes or of the structure is very welcome.
- Harper Agent
- Cores 1, 6, and 18 now give +1 hit and damage and not just hit/damage vs evil
- Core 20 now gives +2 to all ability scores, +1 hit/damage, +5 hit/damage vs evil, and +20 universal spell power
- Weathered Traveler t1 now gives 2/4/6 energy resist
- Swashbuckler
- Battering Barrage cost reduced from 2/rank to 1/rank
- Thread the Needle now gives +5% to-hit (percentage bonus based on precision) while precision is toggled on
- Warchanter
- Spinning Ice, Frozen Fury, and Skaldic Scream now use the highest of dex, cha, or str for their DCs
- Their DCs are now (0x bard level / 1/2 bard level / 1x bard level) and (10/12/14) (Skaldic Scream is 1x bard level and 14)
- Spinning Ice is now a 3/4/5W cleave
- Northwind cost reduced from 2/rank to 1/rank
- Sorcerer Savant
- T5 Actives scale with highest of Cha or Con and not just con
- Earthen Armor (t4 earth savant) is now +3/+6 AC
- Nature's Warrior
- fix natural armor stacking thing in t2 to just be bonus to AC
- Ninja Spy
- Tier 2 and Tier 4 Dark Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines
- Tier 5 Touch of Despair now grants +3 to hit and +3 to damage to match similar enhancement lines
- Shintao
- Tier 2 and Tier 4 Light Ki upgrades now grant +1 to hit and +2 to damage to match similar enhancement lines
- Henshin Mystic
- Lighting the Candle now applies the fire portion of its imbue to Ki Spells
- Class: Monk
- Quivering Palm has a new DC formula: DC 10 + monk level + highest of Dex or Wis mod + assassinate bonuses
- Assassin
- All of the active poison attacks up the line are now +3W, use full rogue level for their DCs instead of half, and now make certain enemies that would be immune to poison, weak to poison.
- Ice Chill = Undead
- Heartseeker = Elementals
- Soulshatter = Outsiders
- Vistani
- Kukris now function with this tree, with the exception of the core 12, which only gives +1 multiplier (this keeps them in parity crit-wise with daggers as they naturally have +1 threat range over them)
- Archmage
- Master of Magic (Core 20) now also grants +20 Universal Spell Power, and increases from +2 INT to +4 INT
- Efficient Metamagics have their AP cost reduced from 2 to 1, since AM having metamagics be good seems flavorful
- also bug fix: heighten no longer requires level 12 for no reason
- Spell Penetration has its AP cost reduced from 2 to 1
- Energy of the Scholar has its AP cost reduced from 2 to 1, matching other trees
- Cores 12 and 18 now grant a generic +1 to caster level and max caster level
- Vanguard
- Stunning Shield cooldown reduced to 45/30/15 seconds
- Shield Rush cooldown reduced to 40/30/20 seconds
- Shield Specialization line's damage bonus is now visible to the player