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  1. #1
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,734
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    Understandable, which is why I don't necessarily wish to see a lot of changes like these, however the Bloodwhetting change stems mainly from the criticism of WAR being extremely squishy the moment they get CCed, as the lifesteal provides zero protection. Considering you have spend 10% of current HP to use Onslaught and Orogeny and Orogeny having limited range vs for example Horrid Roar (DRG), they live and die by their AOE GCDs and CC landing or not.

    As for the Fell Cleave change, I find 123 combos with zero benefit extremely uninspired. Dark Knight technically falls in a similar category regarding Souleater combo, however their access to Bloodspiller is tied to using Shadowbringer rather than a Limit Break.

    I am not as much of a fan as homogenization as the next person, but access to a weaker version of Fell Cleave outside of Limit Break seems at very least more interesting than <nothing>.

    ADDENDUM (edit): I think with those two changes applied to give WAR a bit more staying power and gameplay flow, all four tanks should still play very different from each other.
    Some melees also don't have % mitigation. I'd rather see them double down on WAR's identity, maybe increasing the life steal, maybe adding more life steal, idk. Or combine it with bloodwhetting like in pve as well..

    I also think that the CC immunity during LB plays very well with a lifesteal type of mitigation. Out of it, I don't mind the fell cleave finisher on the combo yeh.
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    Last edited by Valence; 06-28-2023 at 02:57 AM.

  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,654
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    Some melees also don't have % mitigation. I'd rather see them double down on WAR's identity, maybe increasing the life steal, maybe adding more life steal, idk. Or combine it with bloodwhetting like in pve as well..

    I also think that the CC immunity during LB plays very well with a lifesteal type of mitigation. Out of it, I don't mind the fell cleave finisher on the combo yeh.
    Yeah I guess having something other than the mitigation % could work too, though honestly for reasons I mentioned throughout, Im not a fan on enhancing the lifesteal given how it might either spiral way harder or be borderline useless if enemies deploy HP shields. A bigger Stem the Tide could work.

    ...or Miracle of Nature not piercing every CC immunity known to man.
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  3. #3
    Player
    Myrha_Lhlalheva's Avatar
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    Mar 2018
    Posts
    83
    Character
    Myrha Lhalheva
    World
    Famfrit
    Main Class
    Dancer Lv 90
    %mit would break the lifesteal, thats why they have a flat shield. Primal Rend is also one of the strongest and most consistent sources of control in the game. Instant cast aoe targeted stun every 20s is insane. Blota can also be tick timed to cancel backflips.
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  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,654
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Myrha_Lhlalheva View Post
    %mit would break the lifesteal, thats why they have a flat shield. Primal Rend is also one of the strongest and most consistent sources of control in the game. Instant cast aoe targeted stun every 20s is insane. Blota can also be tick timed to cancel backflips.
    Fair point on the % mit thing, hence I didn't want to put a long duration let alone high % on it so it is somewhat sameish to the HP shield in terms of effective HP.

    And yeah, Primal Rend is strong - which is why I am not suggesting any power improvement in what WAR is already good in, but rather making that downtime less miserable. Mayhap the duration for FC ready could be shortened so you can't hold it forever until your next burst, like 6-10s at max. I don't think having an 8000 dmg single target skill that you had to build for with your Storm's Path combo is going to break WAR's bank on damage.
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