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Found 7 results

  1. Hello fellow Ascension players! Random enchants are freaking awesome, right? ..RIGHT?! Anyways we decided we would make more of them and while we were at it we realized you guys probably have some great ideas! So if you ever thought you had an idea for the perfect RE now is your time to shine! We mostly want 5-pointers or 1-pointers. Example: Firepower 1/2/3/4/5% fire damage, or single pointers such as Juggernaut. (That said, great 2- or 3-pointers are welcome too!) Below are two examples on how we would like you to format your suggestions! --- Firepower, 5p 1% Fire damage 2% Fire damage 3% Fire damage 4% Fire damage 5% Fire damage Comment: Increases the player fire damage by 1/2/3/4/5% --- Juggernaut, 1p Your Charge ability is now usable while in combat, but the cooldown on Charge is increased by 5 sec. Following a Charge, your next Slam or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec. Comment: Would be cool! --- Remember these are suggestions! If your RE isn't chosen don't be sad, maybe there already is one that does the same thing. Go crazy people, we can do pretty much anything.. within the realm of reason!
  2. I would like to make potential improvements to one of World of Warcraft's abilities, Mana Burn. On Project Ascension it reads, on my Level 26 Gnome Hero: Mana Burn 96 Mana 30 yd range 3 sec cast Destroy 10% of the target's mana (up to 20% of your own mana). For each mana destroyed in this way, the target takes 0.5 Shadow damage. Note: This talent is in the Discipline Priest Talent System I would like it to be amended to a general framework that can flow and function approximately like this example: Rank 1 Mana Burn 130 Mana 30 yd range 3 sec cast Destroy 10% of the target's mana (up to 15% of your own mana). For each mana destroyed in this way, the target takes 1 Shadow damage. Rank 2 Mana Burn 180 Mana 30 yd range 3 sec cast Destroy 20% of the target's mana (up to 25% of your own mana). For each mana destroyed in this way, the target takes 1.5 Shadow damage. Note: I suggest putting this ability in the Shadow Priest Talent System, and have it benefit from abilities that increase shadow damage (and also increases in "spell power" if you deem it appropriate.) And so on and so forth as you developers see fit. I have reasons for suggesting this change. The first reason is that Mana Burn is an ability that does not generally benefit from the gear and talent choices of the player. Usually spell power and Shadow damage increases do not have any impact on this ability that does shadow damage. The second reason is that a slow-casting ideally somewhat mana-expensive ability should have effects on players and non-player targets alike. It adds a layer of strategy to a role-playing game. This is usually a good thing. My third reason is that this ability is variable depending on both the caster and the target. If both have realtivelt large mana pools (especially relative to the target's health bar.) then this ability is very effective. If the caster does not have the mana, or if the target has relatively little to no mana in their pools, then this ability is best left unused. It is situational, but has the potential to be effective (and also to be played around (if not countered)). This is my suggestion, please do not think too poorly (but please think critically) of it.
  3. Alright, I'm here with another suggestion and this one is pretty straight forward. I would like to suggest that there should be added a tab inside the "Character Progression" window that shows which talents one has chosen as well as the amount of points that have been put into those talents. I guess there could be a tab that shows chosen spells too, but then again we got our spellbook for that. This idea is to give a better overview of your talent points, and make talent-building somewhat more manageable. I hope you like this idea as I would love to see it implemented. Feel free to post your thoughts on this. Cheers.
  4. Although this is a "World of Warcraft - Wrath of the Lich King" based game, it is still open for variation (This game is formally designated as "blizz-like.") One such variation that I deem sensible is regarding the talent that was formerly an ability for the Affliction Warlock. I speak of the Siphon Life talent. In the "Wrath of the Lich King" expansion for World of Warcraft (therefore being an ability that is part of Project Ascension) ability that states that the "Corruption" spell instantly heals the caster for 40% of the damage done. In addition the periodic damage dome by Corruption, Seed of Corruption, and Unstable Affliction are increased by 5%. The problem with this is that if the "Corruption" ability is dispelled, this talent merely becomes a passive (and arbitrarily designated to passively increase: Corruption, Seed of Corruption, and Unstable Affliction damage) talent. It does not end up as an ability, in and of itself, that it was intended to be (It is a one-point investment to add an ability to other abilities.) In the previous expansion, The Burning Crusade, this was an active ability that stated: Siphon Life Talent 40 yd range Instant Requires Warlock (Affliction) Requires level 60 Siphons the target's life essence, dealing [289% of Spell Power] damage over 15 sec and healing you for 100% of the damage it deals. Source: http://www.wowdb.com/spells/63106-siphon-life I believe the ability should be restored to this framework, but the numbers have to be changed since it is inherent and implicit that 289% is an excessively high scalar. I believe that the ability should read as the following: Siphon Life (Rank 1) Talent 30 yd range Instant Requires Level 40 Siphons the target's life essence, dealing 300 damage over 24 sec and healing you for 100% of the damage dealt. This ability may have as many ranks as you (the develops of Project Ascension) see fit. One reason that this is a logical revision for this talent is that it incentivizes patience for those who already play patiently (damage over time effects require patience (and skill) to effectively operate. Another reason is that in a game about letting the player make their own builds, an additional option for DPS should be considered. Considered, not guaranteed or ignored. This ability will add complexity for skilled players, whilst being entirely optional for unwilling, uninterested, and/or unskilled players. A third reason is that ability allows for increased survivability due to the health transfer that does not need to be channeled like the "Drain Life" ability. It is still able to be dispelled, but the caster will have to cast this ability away in a manner separate from the corruption ability. But a determined player can still remove this ability from themselves or a non-enemy character.
  5. Below is a compilation of ideas for improving the play-style and balance for shaman themed builds. I believe that Shaman's have been one of the worst effected classes due the the classless nature of ascension (especially Enhancement) - mainly because their unique mechanics have been given to other classes but they have not gained much in the way of strength themselves. Elemental Without Lava Burst, elemental is a pretty dull spec to play. My idea is to encourage more shock and totem weaving into the spell rotation. Elemental was quite weak in the 3.3.5a patch, even with Lava Burst. Due to shocks having a much lower spell coefficient than the main elemental shaman spells - I have weaved in some shock damage bonuses that proc as part of the shaman rotation. Elemental Warding (3): This used to be a 6% damage reduction, but now that it has been nerfed by 50% it is of little use in pvp or pve. I think it should be redesigned to act more like it's TBC incarnation. Suggestion: Make each rank reduce the damage taken from elemental dmg sources (fire, frost, nature) by 3% per rank, totalling 9% and therefore giving it a stronger situational usefulness and giving it a better chance to compare with the many other 2% magical dmg reduction talents. Elemental Focus (1): I had an idea for this talent that it could instead only apply to shocks but reduce their mana cost and damage further, encouraging the use of shocks in pve for elemental specs. Suggestion: Now only applies to the shock family tree and only has one charge (down from 2). Reduces the mana cost by 50% (was 20%) and increases the damage done by 20% of your next shock. Elemental Devastation (3): This was always a talent that looked really cool but was always ignored in pvp and pve due to better alternatives. Suggestion: Increase the critical strike chance with melee attacks to 4% per rank (for a total of 12%). Eye of the Storm (3): A weak talent given the classless nature of ascension and the changes to spell push-back mechanics. Suggestion: Reduce it to two ranks (from 3). Make each rank give 35% pushback protection on the elemental damage spells, for 70% total. Improved Fire Nova (2): Not often picked due to the high AE investment needed for viable totems and mobility penalties. Suggestion: Make each rank give 15% Fire Nova damage, up from 10% for 30% total. Lava Flows (2): Due to lava burst being unavailable, this is a pretty weak talent. Suggestion: Make this talent's critical strike damage bonus also apply to Flameshock (both the dot and initial damage). Enhancement The problem with enhancement is all it's unique tools (Windfury, totems) are available to other classes. In addition, the nerfs to hybrids (via AP>SP and AP>Healing) have reduced the viability of using spells as part of a a damage rotation in pve. With around only 60% of the available spell power that a retail Enhancement hybrid would have (but a 8 TE investment vs 3 on retail), spell damage from Earth Shock and Maelstrom weapon will fall behind physical dps, especially as gear improves - this is already becoming very apparent in MC as people get better gear. Flurry (5): This used to be a 30% attack speed increase at rank 5 - it is now 10%. Clearly this talent has been overly nerfed. Suggestion: Make each rank increase the damage and healing of your shaman spells by 1% (for 5% total). Mental Dexterity (3): Attack power from this talent is not converted into spell power via Mental Quickness. Considering this talent sits bang in the middle of a hybrid class/spec tree, it really should. Suggestion: Make this talent work with the AP>SP talents (Mental Quickness). Dual Wield (1): Totally redundant. Suggestion: Rename to something interesting (Maelstrom forging). Make this cost 1 AE and 1 TE. Make this increase the spell coefficient of Frostbrand and Flametongue attack by 50% and increase the damage done by your windfury weapon attack by 15% of your spell damage. Static Shock (5): An interesting spell and mechanic but too much of a TE investment. Increased to 5 ranks on ascension (from 3) Suggestion: Drop this back to 3 ranks, giving a 3% proc chance and +3 Lightning Shield charges per rank (for 9%/+9 total). Lava Lash (1): Another interesting spell that is just a little weak in it's current form to make an important part of a damage rotation. This spell was always a low priority filler in 3.3.5a Suggestion: Increase the damage by 35% (up from 25%) when your off-hand is enchanted with Flametongue. Mental Quickness (5): On retail this gave 30% attack power to spell power conversion for a 3 talent point investment. It now gives 15% for a 5 talent point investment. It also no-longer provides healing power. As I mentioned in my opening abstract, the large nerf of this talent has punished enhancement/shaman hybrids more than any other spec. At least most retribution based spells scale with both attack power and spell power. Enhancement shamans rely entirely on this talent to ensure their 5 main spells (Lightning Bolt, Earth Shock, Lightning Shield, Flame Shock and totems) do decent damage. Because all these spells only scale with Spell Power and see 0 scaling with attack power, the enhancement shaman rotation has seen a huge ~50% scaling nerf on Ascension, making it non-viable as players gear up. Say we have a player with 1600 attack power (without armoured to the teeth or any % modifiers) and 20% crit who is planning on making an enhancement hybrid. They can invest 5 points into mental quickness and gain 240 spell damage - providing a boost to their 5 main spell damage attacks by between 7% and 25%. But the bulk on their damage (about 60%+ i.e melee, windfury, stormstrike, energy and rage dumps) will see no benefit. Instead they could put 5 points into Deadliness, increasing their total attack power by 160, affecting directly the bulk of their overall damage. Taking into account over considerations like mana management, and that baseline spells only gain 50% critical damage bonus, you can see that there is dubious benefit for them going down the spell damage route - especially considering there is no healing/survivability benefit anymore of doing so. The only advantage the spell damage route really provides in pve is a benefit on movement heavy fights. This problem is even more compounded with ret based hybrids. Consecration, Judgement and Exorcism all see a mostly 50:50 parity in sp/ap scaling, meaning that the bonus on these specific spells for 240 spell power is marginal compared to 160 attack power. Suggestion: Impove this talent to provide 4% ap to spell damage conversion per rank, totalling 20%. The remaining 10% deficit can be made up by improving specific talents. Maelstrom Weapon (5): This is a really cool talent that due to the reasons listed above does not perform well on Ascension. It has/can have a lot of interesting potential like allowing melee striking healer hybrids and other interesting builds in pve. Suggestion: Allow the Maelstrom aura proc spell to also increase the damage or healing done by the next shaman nature spell by 3% (stacking up to 5 times for a total of 15%). Restoration Restoration is by no means terrible in pve, rather it is just outclassed by other healing builds that can tend to be borderline broken at times. Healing Focus (3): A weak talent given the classless nature of ascension and the changes to spell push-back mechanics. Suggestion: Reduce it to two ranks (from 3). Make each rank give 35% pushback protection on the shaman healing spells, for 70% total. Improved Water Shield (3): A bit weak compared to life tap/improved life tap. Suggestion: Also increase the mana regeneration provided by Water Shield by 5% per rank (for a total of 15%). Tidal Mastery (5): Weak compared to over overall crit chance modifiers. Suggestion: Also increase the healing done by Shaman healing spells by an amount equal to 1% of your spell power (for 5% total).
  6. Below is a compilation of ideals to make purist warrior builds play a little better. Arms Taste for Blood (3): Actual 2h arms builds need a bit of love compared to dual wield bloodthirst and titans grip builds. Suggestion: Make the taste for blood proc spell (http://www.wowis.net/wishead/?spell=60503) also increase the damage done by overpower by 5%. Sword Specialization (5): Underutilized and under-powered talent in 3.3.5a. Axe specialization was always vastly superior. Suggestion: Reduce the internal cooldown to 3s (from 6) Two-Handed Weapon Specialization (3): Non dual-wield Two-handed builds are a bit underpowered on Ascension - mainly due to the fact that you will have one less RE slot that dual wield builds. In 3.3.5a this was originally a 2% damage boost per rank. Suggestion: Make each rank also increase all damage done by your warrior abilities (class masked) by 1% (for a total of +3% dmg). Mace Specialization (5): This talent is really bad for warrior based builds - mainly because the original TBC mace stun was based on a PPM formula, meaning slow hitting weapons had a higher chance to proc stuns on special attacks, while here it is a static proc chance. Suggestion: Reduce the mace stun duration to 2s. Change it to a ppm formula like in TBC, with the following progression with each rank (0.5, 1, 1.5, 2, 2.5) (all values are ppm). Also allow Mace Stun to do a small amount of additional physical damage, scaling slightly with attack power. Sudden Death (3): Execute was nerfed hard in early/mid wrath, making this talent a bit mediocre in terms of damage. Suggestion: Allow each rank to also increase the damage of your execute by 3% (for a total of 9%). Wrecking Crew (5): Originally in 3.3.5a this was 2% damage per rank (physical). In the current state there are a lot of other talents that are just flat out superior for the talent investment. Suggestion: Make each rank also increase melee attack speed by 1% (for a total of 5% with rank 5). Fury Cruelty (5): Flat out worse than a lot of other +crit chance talents (only applies to melee and with certain weapons). Suggestion: Each rank should also increase the damage done by Mortal Strike, Bloodthirst and Shield Slam by 1%. (For a total of +5% damage). Unbridled Wrath (5): One of the most useless talents in the game. Suggestion: Make the Unbridled Wrath (proc spell - http://www.wowis.net/wishead/?spell=12964) energise for 2 rage instead of 1. Enrage (5): A very weak reactive spell that requires being hit in combat. A few changes could make this rather interesting, maybe even for tanking. Originally in 3.3.5a this was a 2% physical damage bonus per rank. Suggestion: Return this spell to a 2% physical damage bonus per rank. Shredding Blows (5): I understand the devs don't want every player stacking armor penetration but this spell is just a bad joke in it's current state. What was once an amazing 5% attack speed increase per rank is now 1% armor penetration.... Suggestion: Make each rank also increase expertise by 1 per rank. (For a total of 5). Bloodsurge (3): Slam is a little underutilized on ascension in my opinion. 7% proc chance per rank is pretty low aswell. Suggestion: Make the proc spell (http://www.wowis.net/wishead/?spell=46916) also increase the damage of your slam by 5%. Heroic Fury (1): Pretty weak overall compared to warbringer and juggernaut. Suggestion: Reduce the cooldown to 35 seconds. Protection One-Handed Weapon Specialization (5): This only effects physical damage, making it weaker than many alternatives. Suggestion: Also increase the damage done by your Devastate, Shockwave and Shield Slam abilities by 1% per rank (for a max of 5%). Improved Defensive Stance (2): Suggestion: Make the proc spells (http://www.wowis.net/wishead/?spell=57514 or http://www.wowis.net/wishead/?spell=57516) also increase the damage done by devastate, shield slam and shockwave by 5%/10%. Devastate (1): Now only usable in defensive stance. Means a warrior with this spell can never switch to dps in a dungeon or raid without pulling agro. Suggestion: Reduce the total damage done by 10%. Allow it to be usable in all three of the warrior stances. Shield Slam (1): Now only usable in defensive stance. Means a warrior with this spell can never switch to dps in a dungeon or raid without pulling agro. Suggestion: Reduce the total damage done by 10%. Allow it to be usable in all three of the warrior stances.
  7. Abstract In this thread I am going to go back through the changelog and identify a few balance changes that illustrate a lack of gameplay mechanical consideration by the developers who pushed them through. I will also look at the overall structure of the balance system on Ascension and point out what I feel are deficiencies in its operation. The main focus is pve, but I do touch upon pvp at the same time. On a personal note If this comes across as overly ‘whiny’ or condescending, then I offer sincere apologies, but I honestly have found a lot of the recent balance decisions discussed in this post pretty painful and frustrating to watch rolling out, compounded by the fact that I have only been able to discuss this of the absolute briefest terms with one developer and one admin. I would like to give my appreciation to the staff that have responded however, they did in a fair and concise manner (if a little light on detail). What is frustrating is I know for a fact that some players on ascension have a direct line with developers and seem to have a lot of influence too. I have seen a few players discussing changes days before patches drop. I was assured by a frustrated/defeated arena opponent that my spec would be specifically nerfed in an upcoming patch (and surprise surprise, it was). In addition, my personal interpretation is the developers on ascension are more knowledgeable with making pvp balance changes than pve. The TLDR is i won’t be holding back opinions or assertions I make in this thread. When possible, I will support with facts but due to the nature of the server and lack of a true development realm there will be a level of subjectivity. Introduction and Overview On a first note, I think that most of the balance changes made here on Ascension were the right calls and were made for the right reasons. Despite this, a few changes have clearly been highly reactionary and often break class mechanics for many builds that were often already under-represented on ascension. Many of these show a fundamental overlooking of the deeper pve mechanics that matter so much in 3.3.5a. On a second note, Project Ascension is advertised as a classless progressive server. However I believe several changes in the past few patches are undermining this very core fundamental promise of the server. The pve (and pvp) meta is rapidly solidifying on Ascension, and yet many of these changes do nothing but pigeonhole players into picking the easy 5 button dps builds that currently dominate on Ascension. In many ways build variety of Ascension is becoming worse than the class variety that existed in the 3.3.5a retail. On a third note, I am becoming concerned with the communication coming from the dev team on justifications and reasoning for many of these changes. The last balance blog was released on the 15th of March and was sparse on detail, something that needs to changed. If developers are going to make sweeping changes to talents and spells, a short written justification should really be provided. A 15min podcast on changes and why they were made would be a really nice idea. Part 1: Historical balance blunders The changelog is so broken here, I had to pull many of these changes from the website news feed. Overall what I have seen so far is the overall strategy of quick and heavy nerfs and a general lack of revision. Deadly and Instant Poison Both now have a 1s ICD Instant poison base and ap coefficient reduced by 50%. Deadly poison ap coefficient reduced by 25% (I think it is more than this from testing) These changes essentially make poison builds useless in pve. If a developer knew in detail how rogues worked in 3.3.5a, they would know that rogues used a fast offhand weapon, and would try to stack haste as much as possible. This is because once deadly poison reached a full stack, each reapplication would proc instant poison on the main hand. This mechanic could easily be 20%+ of a Rogue’s damage in pve – but the addition of a 1s ICD breaks scaling with haste and to a lesser extent energy regen. We also have to take into account that Envenom is not available at lvl 60, already resulting in a large dps and talent synergy loss for poison builds on ascension. Poisons are massively under-tuned on ascension – they see 0 use in pve, except perhaps for the 4% physical damage debuff from Savage Combat. Poisons see occasional use in pvp – purely because of Deadly brew for the pvp utility, not for the damage. The gap between poisons and windfury on ascension is just enormous. Windfury easily deals 2x the dps of all poison effects combined, and scales much better. The consequence of these haphazard balance changes is that dual daggers is absent from pve entirely, and not used much in pvp either. I talk more about the bad state of weapon enhancement balancing here: Overall the changes to poisons indicate a lack of understanding of rogue pve class mechanics in 3.3.5a. Deadly brew builds being overpowered in pvp at one point long ago could have been dealt with by alternative changes that would not destroy viability in pve. I also recognise that @Jacob has commented on both posts and am greatfull for him doing so. I still think these are such significant issues (and yet reasonably simple to re-balance) that they deserve a mention in this thread. Sheath of Light and Mental Quickness These two talents possibly now hold the title of the most heavily nerfed talents on ascension. Legacy changes combined with a today’s crushing patch change effectively locks players out from playing melee spell casting hybrids with high end viability. (Yet healers and spell caster healing is unaffected) Sheath of light first had its base attack power to spell power scaling nerfed by 70%! In addition the HOT bonus was nerfed by 50%. Then in the most recent patch, the developers decided it needed to be nerfed more and just removed the healing bonus altogether. Mental Quickness also had it’s ap→sp conversion reduced to the same degree and its healing torn away. In addition, these talents do not gain any bonus for certain attack power modifiers like Savage Combat or Armored to the Teeth (I support that change but it is an important note to make). I don’t even really know where to start with these changes, so I will talk a little bit about the philosophy of spellsword builds. The Spellsword Spellswords function a lot like Retribution/Enhancement builds in 3.3.5a. They invest heavily (6+ TE) into Sheath of Light/Mental Quickness/Touched by the Light to gain the ability to integrate spell damage into their rotation. Generally, they will also invest 3-6 talents into mana return mechanics (or just lifetap) for sustainability. (Yes lifetap is a huge problem that I will make another post on). Perhaps the developers do not spend as much time as they should reading recount logs, but these builds actually fall behind in pve on ascension, due to the fact that their spell damage would not scale as-well as a pure melee builds weapon damage did. Spellswords definitely do decent damage in dungeon content and (low geared) pvp, but fall behind quite severely in the raiding environment. So if the advantage of these specs was not raw damage, what was it? Utility. These builds would generally heal about 30% more than pure melee builds, enabling them to offheal in certain situations, maybe put an Earthshield on the offtank or selfheal on certain high raid damage encounters. Remember most pvp specs run with a healing debuff, so the additional healing spellswords could take was already partially nullified). Ret(Holy based builds) for example could toss out art of war flash of lights using macros in combat, just as they did in Wotlk retail pve. Not anymore. Art of war is now severely depleted in effectiveness for any melee hybrid dps build. Is anyone really going to spec 2 points to get a decently hard hitting 15s crit proc spell attack (exorcism) and a (now) pathetic instant flash of light that might heal for 450 if you are lucky? This talent might as well just be removed from the game and replaced with something else in the current state (maelstrom weapon is now pretty bad too) – not to mention the flash of lights were already under-tuned due to the absence of sacred shield at lvl 60 that would give a 50% critical strike chance on FOL every 6s. Oh yeah and Seal of light is now rubbish for any spellsword build. But wait it still scales with attack power so it will actually be better with the meta ap/armor stacking build than a traditional hybrid build. Its curious that these talents have been nerfed over 70%, but bread and butter talents like armoured to the teeth (picked up by 80% of melee builds) have not seen any changes. I really would love to see developers actually justify these changes on an individual basis. I have a suspicion that they nerfed these talents not because of spellsword builds but healers were picking these spells (they could have just baked in a core-side spirit or mp5 penalty). There are so many other ways this could have been addressed, but the developers went for the quick and dirty solution. The gutting of the Retribution tree The retribution tree now exists on Ascension as a nice pathway for inner fire stacking armoured to the teeth windfury builds to boost their damage a few percent with the bonus crit talents and seal of command, and maybe a decent mana return for tanks (JotW). The recent patch has all but destroyed what limited utility a retribution build had left, now being totally unable to heal any more than a pure melee dps build and now totally inferior to a dot or single nuke based caster. Let's look at the long list of bad changes: As a prerequisite note, I support the baseline nerfing of SOR/SOC and judgement, players should have to invest to make these spells hit hard, the problem is with the other stuff Vengeance on retail added 9% physical and Holy damage. On ascension the physical component was removed altogether. Overly nerfed, the physical component should have been removed and the holy component buffed to at least 15%. Seals: No longer proc on special attacks. A good change in theory as these should not have been proccing of hemo and windfury, but wait what about Crusader strike, Judgement and Divine storm, surely paladin specific attacks should still proc seals as Blizzard intended. Nope, nerfed. You can read more about the consequences of this ner heref: project-ascension.com/forum/index.php?/topic/176-weapon-enhancement-balance-issues/ The TLDR is that it makes these ret based instant strikes redundant. Who will pick a 75% weapon damage Crusader Strike over Bloodthirst and it’s 50% ap scaling or the spammable energy dump hemo. No one will, and no one does. It's a joke that a ret build has to invest 10 TE into improved seal damage talents, and then they still only consist of ~6% total dps. If these seals procced off paladin special attacks (Judge/CS/DS) this would rise to ~13% dps, a much more respectable number. Art of War: I already talked about this one. 50%+ of this talents utility was gutted with the recent nerfs to Sheath of Light and Mental Quickness. 450 heal flash of lights just do not cut it. Seal of Righteousness is actually one of the most painful nerfs. So spell power scaling has already been damaged across the Ret paladin tree. Surely the original paladin dps seal should still scale nicely with a spellsword build? Nope. This spell now does a static 15% autoattack holy damage. The consequence of this is that a current-meta armored to the teeth stacking melee/ap build will see far more of a bonus from this spell than a dedicated spellsword. Literally, the developers just made this spell better for non-spellswords. And make no mistake, every standard melee build will still pick a seal for the passive 3-4% damage boost that it provides. Shield slam and Devastate: I will not hide behind the justification that just because this is a classless realm these abilities should have been as strong as they were. They clearly did too much damage and scaled too well. The developers decided, that rather than fix the scaling they would only enable the use of these spells in defensive stance. Seems good then, a 10% damage and bigger AE investment nerf should do the trick? Nope. Let's say a boss fight is about to start where only two tanks are needed. Say a third prot-warrior tank who is not needed on a boss fight can dps without the threat of screwing up the tanks agro. Well, by gating these spells behind defensive stance, any tank turned dps on a boss gets to sit back and autoattack. They can’t put on dps gear and do damage, because they are locked behind the defensive stance threat modifier on devastate/shield slam and will likely pull aggro and die, probably wiping the raid in the process. These attacks should be usable in battle stance at the very least. If the damage needs re-tuned then do it but don’t unfairly lock out the use of abilities like this please... Part 2: Things that could be improved Working, searchable changelog with detailed descriptions of the changes and a brief note on the reasoning Smaller more frequent balance changing patches (small enough to not require client change) should be phased in A balance blog/podcast should be released everytime game changing balance decisions are made More dev attention should be payed to recount and damage meters - perhaps GMs should join MC raids and make data dumps from recount logs to see what specs/spells are performing well and which are not More avenues of communication (this seems to gradually be improving so a good start here at least) More general attention to pve balance (pvp feedback seems more heavily weighted) A long hard look needs to be made at many of the old historical 'balance' changes made to the game Again if this overall post comes across as overly aggressive, then I offer my apologies for that was not the intent. It's still something I needed to get of my chest and I think it should be heard. Also this post was primarily focused on melee and hybrids. I might make a separate one for the issues with caster balancing at a later date.

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