Fatesinger:
- Greatest Shout: Why nerf? Discord got buffed to use highest mod, but greatest shout is having that taken away and only using int/wis/cha?
Magus of the Eclipse:
- Moon Lance/Gloom Spear: More damage is nice, but you guys are reaaaaally not getting aoe vs single target. Yeah single target is great for raid bosses, but for most people, the vast majority of their play time is wading through lots and lots of mobs (lots).
- Chill Aura: Shattermantle is a weak effect, please stop trying to push it on everything. Even if there wasn't a 5 sec internal cooldown, it's not worth it.
- Share the Light: Why the pre req? I can't imagine someone wanting the mantle but not wanting the chill aura, but...why put time and effort into making it take more work?
- Nullmagic Strike/Share the Light: Both kind of meh, why not put them together instead of making a multiselector?
- New Tier 4: MRR/MRR cap is good, but SR is pointless, especially on anyone who might be in magus. Like shattermantle, it's been bad/useless on everything it's been on for years
- Grand Summoner: Another vastly overestimated ability that shouldn't cost points on it's own. What part of summons, hirelings, or pets do you guys think is good? Even if there weren't multiple broken aspects of pets, they're still incredibly squishy, slow to attack, bad AI, etc. Stuff like grand summoner should just be an added bonus to an existing enhancement.
- Lunar Power: Pretty pointless/bad. I don't know if you guys think shattermantle and the small amount of SR penalty here and there are going to reduce a monster's SR to 0, but it won't. So basically this enhancement is utterly useless against...what, all outsiders? drow? And it's still single target, AND the damage is still meh. Aside from the earlier mentioned raid bosses...I don't think people want epic strikes to be single target that you have to spam over and over and over. They'll just not bother, and use the crippled dragon breath because that'll hit 5+ people.
Divine Crusader:
- Really, no changes other than HP?
- Cores: +5 ac/prr is still sad for lv 26.
- Consecration: Epic strikes shouldn't be 3 ranks please.
- Heavenly Presence: Could use more prr or elemental absorption
- Any way to let sunder/imp sunder/other stuff work off a stat other than str? Would add some flavor to the class and add a sorely needed effect
- Mighty Crusade: At max stacks, 10 ac and 10 prr for a lv 30 t5? This isn't a tanky tree so the ac means nothing, prr...probably not either. Make a bigger/better bonus and add them to everyone in your consecration.
Exalted Angel: Very bad changes. Mantle got much worse and boosting the damage of the epic strikes "significantly" is, again, not doing as much as you think it is because it's single target.
- Holy Fireball: Giant nerf. Now 5-10 instead of 10-12. 1 sec longer cooldown. This was the only decent (aoe!) source of damage in the tree, and 9 sec was already pretty long. You're not going to be spamming it, and it wasn't strong enough to one-shot anything that a normal spell wouldn't. What was the issue here? If it was just used more than the epic strike, that's because the epic strike is SINGLE TARGET.
- Divine Protection: +3 ac and prr? +6 mrr was already meh, ESPECIALLY for 2dp. Maybe 10 acc/prr/mrr? Again, not sure if you think we're all super tanks or something, but that would be a nice enhancement to pick up for going up the tree not an "OMG 500prr" enhancement.
- Metamatic Attunement 2: Ummm...nerfing a horribly weak part of a t5 is insulting. Really, is another 5 sp too much? If anything both should have 15+. This is epics, legendary even for the t5. 5 spellpower is....less than 1% of your SP here. Just because you want to add something somewhere doesn't mean you have to take it away elsewhere!
- Epic Strikes: Repeating myself, but again, you need to buff up single target epic strike damage a TON to make them even remotely worthwhile other than super endgame. Is this what all ED balance is going to be around - r10 and push raids?
- Angelic Form: Can't really comment too much on pulling aggro and stuff, but it sounds like the rings are very VERY suboptimal. As it is now, I only use the mantle for the healing aura (more on that later), on people I think will be on their own in quests (either splitting up or going solo) and want more survivability at the cost of a LOT of dps I could have. The damaging part of the mantle helps now but isn't a huge thing.
- Angelic Body: 5 ac/prr/mrr? Super low. Only better than NOTHING in the most technical sense.
- Angelic Soul: Again, sounds like the rings are very wonky and not going to work out. Even if it dropped full-on blade barriers, none of us want to go back to kiting enemies around all day. ESPECIALLY melee. The current version's absorption is ok, 10 mrr is also ok. Maybe bump up the absorption to make your healers tankier?
- Holy Presence: Biggest misstep here. If this hadn't changed and the rings were shelved, this would be a salvagable balance. I've heard from some people that a lot of melees use it in raids, but again, is EVERYthing in this rebalance geared at high reaper/endgame raids? I love the mantle on my weaker characters because hirelings are trash. And again, it's giving up a HUGE chunk of dps for sustainability. I'm going through quests much slower, isn't that what you want? If it's such a huge problem, just lower the healing a bit, don't inrease the rate of heal. 6 sec is juuuust right.
- Blessed Water: 15 mrr is nice, but shouldn't be relegated to tier 5 quality. Turn undead is kind of like shattermantle/sr in that it's worthless 99% of the time. This is a tier 5, how about a massive TU boost here for people that want to really give it a go? +10 to all TU attributes? Assuming that even makes a dent. +20?
- Shadows Upon You: lowering prr/mrr is nice, but -5 ac is pretty meh. Maybe -2 or -3 per stack?
- Ascendance: Um...no? Can't see this being something anyone would want, ever. If you want to take this epic moment back to the drawing board (and you should), it needs to go back again. No one's going to keep cure spells prepped for it, and anyone going t5 isn't going to be tossing raise dead spells
Suggestions:
**Ascendance: Wide aoe centered on self that gives everyone within a 30 sec buff. 15% resist to all damage (reverse Turn the Tide?), and heal (good chunk) every 3 sec
**Ascendance: Raise a target back to life at 100% HP. They reduce all damage by 50% and deal an additional (big chunk of) light damage on weapon attacks or spells (icd) for 20 sec
**Ascendance: Grow 3x in size. On cast, and ever 5 sec for 20 sec, summon an angel in front of you. Like primal avatar they're stationary and do strong attacks/spells, and have the (current, good) EA healing aura.
Grandmaster of Flowers:
- Drifting Lotus: Nice to get a damage boost. I went grandmaster on my monk because it felt like an obvious choice, but I was always very disappointed in the epic strike. Could it get an additional extra damage to helpless or something? With the epic strike specifically I mean.
- Orchid Blossom: I remember trying this out and it being hard to hit. Can it just by a fireball-like explosion instead of a line?
- Lot of multiselectors in the tree, very complicated and messy. And some are kind of bad choices. Can some of them come with a freebie? Like Core 2 could let you bypass byeshk and also choose one.
- Also a lot of 3 rank enhancements. Can we get a lot of them changed to 1 tier for 2dp?
- Wholeness/Inner Focus: People have mentioned it a lot, but the CD on these is VERY long. Please consider something more like 30 sec.
- Any way to be in 2 monk stances at once? Or maybe...an enhancement where you choose earth/fire/wind/water and you COUNT as being in that stance for the purposes of this ED's synergy and stuff?
- Legendary Flurry: It has doublestrike/strikethrough/offhand but all are very weak numbers. This should be like...first or second core. Especially since you're not making use of all of it at once.
- Legendary Dreadnought: Again, no changes?
- Core 1: Immune to fear, thematic I guess but still pretty weaksauce. Maybe add some effect that triggers when something tries to fear you?
- Core 4: Dodge bypass really isn't a thing, and if it was, 5% is junk. Can we get some fort bypass instead? Or more doublestrike or something.
- Epic Tactics: Brought this up when EDs were first changed, 1/2/3 is low...don't think 2/4/6 would be over the top. And no assassinate?
- Honor/Backstab: again super low numbers.
- Action Boost Tactics: Don't think anyone bothers with this, even though +9 is fairly high. How about making it just a clicky, not an action boost? Give it a minute cooldown or something instead. People in LD have their own action boosts they don't need another one to trigger stuff.
Carry On: Came up last time, but no one wants or takes this. Only other action boost I might use is sprint, and then I'm not fighting stuff so don't care for a bad wannabe haste boost.
- Overpower: Why a multiselector? Fury has it with some pre reqs, but LD's pre reqs are much more rough.
- Sundering Swings: I like it, but improved trip/sunder being tethered to str is a big drawback. Is there ANY way to change them so they work with whatever you use for to hit/damage?
Shadowdancer:
- Shadowstrike: I like the idea, kind of. Lightning bolt is a bit wonky to use. I know it's not in this preview, but will it have the range of lightning bolt as well? How is it affected by strikethrough? On second thought, I don't see it coming up much. Melees in general don't move around trying to get in bolt-range. Guess the strike is strong already so this is just a little bonus.
- Weird: Definitely like it being a sla. Though I agree with what someone (people?) suggested and also add it to lv 9 spell list. Would just be a different version of wail, different school I guess. Actually it requires 2 saves so it's worse. Maybe make it a lv 8?
- Consumed by Shadows: Nice boost
- Mantle: Featherfall a lv 1 effect, shouldn't be anywhere in epic destinies.
- Unholy Feeding: Definitely wasn't a fun of greater shadowform. Though this is immunity to plates/bear traps, not knockdown/trip? Tbf most knockdown/trip effects still bypass all these "immunity to most" effects, but still a bit of a downgrade
Fury of the Wild:
- Adrenaline's 1 sec cooldown adjustment seems pointless
- Quick Cut: No clue how these new changes work. I tried quick cut months ago and didn't like it at ALL.
- Again, would be nice if tactical attacks could work on whatever stat you use for to hit/damage.
- Force of Fury: I get the thematic part, but for epics it should just GIVE you the size bonus instead of only working if you have ram's might/animal growth.
Primal Avatar:
- Carrion Swarm: Unclear, what damage is it doing on live now?
- Adding the save is a MASSIVE nerf to something that wasn't OP. It not having a save made it an actual contender for epic strike despite being less damage.
- Notes say they redid the math on spring to summer , and says it's "still doubled" in tier 3. But the tier 3 enhancement doubles the epic spell stuff, not strike.
- Storm Catcher: I like the damage boost, but the strike itself was always hard to target. Most lines are. I wish lines were a LOT wider.
Shiradi Champion:
- Feywild Attunement: So you just get full BAB with a weapon in hand? Fine I guess, not quite on theme but w/e.
- Fey Lights: Damage of a lv 3 spell, even being force, doesn't make this a choice anyone will choose.
- Core 4: Nice for rangers I guess, but too narrow a synergy for everyone else. Give manyshot a 20% faster cooldown or something too.
- Hunt's End: No, adding 1 sec CD not necessary.
- Haven't been able to test new aoe arrow stuff, but sounds neat.
Unyielding Sentinal: Nothing should be unchanged with this update! Just because there's nothing to nerf doesn't mean you can't make stuff better.
- Core 2: Please make the CD on curse absorption better. 1/min is waaaay too slow. 20 sec...might be a sweet spot. Or move it to core 4 and have it make you immune to curses or something.
- Core 3: Immune to "most forms of knockdown" is super janky. Many times I'll expect it to protect me and then get knocked down still.
- Ever Watchful: Give true sight instead of blindness immunity.
- Divine Energy Resistance: Always a fan.
- Knight's Challenge/Throw the Boom: I'm not a high reaper/endgame raider, but I've seen enough people mention it that I should mention separating them so you don't HAVE to aoe but can still use the strike.
- The Rule of Law: Weak aoe damage, not worth it.
- The Best Defense: Weird offensive buff after blocking. I'd like/actually take it if the buff was better, and longer than 12 sec. Even though it has 100% uptime technically, it's just a whole other thing to keep track of.
Overall, not very happy with the rebalance. Like many, MANY people have said, we'd be 1000x happier if you focused your effort more on bringing up the bad stuff rather than cutting down what people use because it's the only good choice.
It seems like, say for dragon breath, it was a 10 and other caster tree epic strikes were a 1.5. Now you cut dragon breath down to 3 and bumped up the strikes to 2.5. Yeah, they're closer in power now, but they're also ALL bad and feel bad.
I appreciate that you guys are looking at feedback and acting on them, and hope there's more finagling to come. It's like haggling over a car lol, we want dragon breath/ea mantle to be as strong as it can be, and you guys have to have some idea of what you're willing to settle for.