The ring follows you! It's sort of like playing with fiery bumper cars. The current Exalted Angel Destiny Mantle is a good comparison in gameplay.
Can you please stop trying to force featherfall on melees. I don't play with featherfall and I don't want to; but the extra defense of that T2 is very useful on a melee. Now I need to chose between slow reaction times to maybe get hit for thousands of damage or just a severe nerf to my ability to tank when I need to.
I know you've done it before after overwhelmingly negative feedback, and if there's ever been a situation where its warranted more than any other, this would be it.
Shadowdancer
Another tree to get a slightly more in-depth overhaul, focused on beefing up the Mantle a bit and boosting the Epic Strike.
- Core abilities now grant +15 HP and +25 SP.
- Epic Strike: Becomes a beam like Lightning Bolt instead of being single target. Cooldown adjusted to 8 seconds. (note: the Lightning Bolt targeting is not working in this preview!)
- Shadow Mastery Epic Moment's activation time has been significantly reduced
- Weird is now a SLA instead of a Spellbook Spell, with the same cost and cooldown as it had before
- Consumed by Shadows debuff attack from t5 now also applies Shadow Loss and 3 stacks of Darkness to affected enemies.
- Mantle t5 upgrade's shadowy floating vfx and feather fall moves to the T2 Mantle upgrade, Depths of Darkness
- New t5 to replace Greater Shadowform: Unholy Feeding: On kill, you gain 6 temp HP per sneak attack dice. You also gain +10 Force and Universal Spell Power and are immune to Pressure Plates and Bear Traps.
Agreed, it takes like 10 Ruins worth of damage, plus or minus, depending a great deal on debuffs applied. Prepping with PL:Wiz with ash/vacuum main/offhand, for example, before greater ruin intensified can make the world of difference.Greater Ruin with T5 Draconic isn't one-shotting Dooms in R10, even on a Warlock with max spell crit dmg.
I suggest that at the very least an epic strike should have 101% of the dice that their heroic counterparts have.Wrt caster Epic strikes we should establish a reasonable baseline - and the only place to look is to heroic caster spells.
Single target: Thunderstroke is 1d6 +27.
AoE: Acid Well is 1d6 + 18.
I suggest that at the very least an epic strike should have 50% of the dice that their heroic counterparts have. Less than that will certainly not feel epic in any way even with a possibly higher MCL (and all epic strikes need a high MCL, say 45).
Lets go low and say that T1/T2 effects only get 50% of the heroic dice and that T3-T5 effects get 80% of the heroic dice.
Thus, T1/T2 single target epic strikes should do 1d6 +12 and T3-T5 should do 1d6 +21.
Similarly T1/T2 AoE epic strikes should do 1d6+7 and T3-T5 should do 1d6 +14.
With such numbers you could even see casters putting points in 2 different epic strikes, one single target and one AoE, to use either depending on the situation.
I get where they are comming from. The problem is that if epic spells replace heroic spells you invalidate large parts of entire classes, or at the very least make the class features feel really bad to use compared to the epic spells.I suggest that at the very least an epic strike should have 101% of the dice that their heroic counterparts have.
Seriously, reread the sentence. It's an EPIC strike.
Following that logic, at least 1d6+20 AoE should be the baseline (or 1d6+15 with no save, or 1d6+15 with a shorter cooldown, or 1d6+25 with some limitation or other twists upon that). And 1d6+30 single target.
Just... balance around that basic premise and you'll get a consistent system with meaningful choices that are fun to make.
Do whatever you need to do; put it on a 30 second cooldown for starters. reduce CL increases without MCL increases in heroics (sorc savant specifically, some of those increases are literally useless in heroics and are only for boosting dragon breath). reduce increases later in the tree (an upgrade that says you epic strike now deals 20% more damage is GREAT, it never needed to be +100% to begin with). do whatever. but start with a solid premise.
Drifting Lotus doesn't make base-attacking obsolete but it sure is better than any heroic attack. That's the spot where you want to be.I get where they are comming from. The problem is that if epic spells replace heroic spells you invalidate large parts of entire classes, or at the very least make the class features feel really bad to use compared to the epic spells.
IMO no epic strike should be just about DPS and caster EDs should focus a lot more on bringing heroic spells up to par with the content.
I agree, cooldowns and exclusivety eliviate the problem.Drifting Lotus doesn't make base-attacking obsolete but it sure is better than any heroic attack. That's the spot where you want to be.
So where regular attacks happen 2 times per second you can only epic melee strike once every 9 or 12 seconds.
Likewise, most heroic spells have a cooldown of 3 to 12 seconds, so an epic strike spell should be something more rare, 30 second cooldown at least. *That* wouldn't invalidate large parts of entire classes.
I agree, cooldowns and exclusivety eliviate the problem.
The comparison to attacks is not that clear though as most of what you get as a martial class directly affect drifting lotus too, so nothing is invalidated. They have nothing comprable to spells, the few heroic attacks you can get is not at the same scale.
Well I guess what I am trying to say is that if epic spells deals too much more damage than regular spells the regular spells will feel bad and just like filler even if the epic strike is on cooldown and they are too important for class identity for that to be the case IMO.
that would just make playstyle stuttery, 'wait 20 more seconds until my strike is off timer'. No flow or fun at all. It would reduce Epic to ic (k)'so an epic strike spell should be something more rare, 30 second cooldown at least.
spellpower, critchance, critdamage, casterlevel increases, immunity stripping or not, other procs like water elemental's slow and attack speed reduction, the ability to make enemies helpless before the epic strike or not, helpless damage multiplies, the list goes on. And that would be besides the other 29 seconds where they would be casting class spells. I think you can still tell the difference between a wizard with epic strike A and a druid with epic strike AI agree, cooldowns and exclusivety eliviate the problem.
The comparison to attacks is not that clear though as most of what you get as a martial class directly affect drifting lotus too, so nothing is invalidated. They have nothing comprable to spells, the few heroic attacks you can get is not at the same scale.
Well I guess what I am trying to say is that if epic spells deals too much more damage than regular spells the regular spells will feel bad and just like filler even if the epic strike is on cooldown and they are too important for class identity for that to be the case IMO.