So let me start by saying that this thread isn't meant like your usual "I think this build is op or underpowered", "we need to nerf condi thief" ect.
I feel like there are enough discussions about this level of balancing.
What I rather want to do with this thread, is discuss very specific small changes to single skills or traits, that need just that tiny bit more to be where it feels good, or just are a little bit to good.
So we aren't here to talk about meta shifting changes, but rather those nice quality of life small things, that would help out good or decent builds, or shave some outlier skill down a bit.
I wanted to make this thread to maybe help the devs find those minute details on certain builds or skills you only really feel if you play them (almost) exclusively.
So, let me start by giving two examples of what I had in mind. After that feel free to add your own very specific little changes and why you would like to see them.
1. Infusing Terror (reaper shroud 3)
In the last big balance update, like on a lot of other skills, the stab duration on this skill was reduced from 6 to 3 seconds. On first glance, you might think, ok that's fair.
But after a while of using it now one thing that really stuck out, is that you don't get long enough stab now to cover a full stomp anymore.
If you activate it directly after initiating the stomp, you just get ccd in the last ~0.5 second. And if you wait a bit at the start you are very easy to get interrupted in any group fight. Which from personal experience happens a lot. So you are kind of stuck in this awful situation of either getting constantly ccd at the start of a stomp or at the end (arguably worse,because more time wasted).
Maybe that was even intended by the devs, but if not, I feel like raising the duration of the stab by 0.5 seconds to a total of 3.5 seconds, would help a lot with stomping on a reaper.
Often enough you still get corrupted or ccd through the stab anyway in group fights with competent players, so I don't think I would be to strong to give reapers that little bit of quality of life.
Especially considering, while they are a "good" build in the current balance, they are far from meta compared to a bunch of other builds. You are very easy to spike in fights and charging in or stomping in aoes often just gets you killed. So you have to play fairly carefully to make proper use of the tools you have and be actually helpful to your team.
2. Soul Eater (Master tier trait in the reaper line)
While this trait is definitely a good trait , there is one small change I would like to see with it.
One part of the trait makes you heal for 5% of the damage you deal at close range (300 and less). So a bit more than melee range.
Now, the thing is though, that this part doesn't work in shroud. The time you are mostly that close to enemy players. I would like for that to change.
You might say now, "are you crazy, that would be way to good". But let me put it into numbers.
To gain 500 health from that trait you need to deal 10 000 damge in melee (because your are in shroud).
500 hp is less than basically any auto attack does.
500 is about the amount of health you get from Signet of Vampirism for getting hit just **once **, if you are using the Signets of Suffering trait, which also works in shroud.
500 hp you get in about 2 seconds just for being in shroud with the Unholy Sanctuary trait without doing anything for it.
You think now, 10 000 damage isn't that hard for a reaper to do in shroud and I do agree to an extend. But let's take it up to 100k for the whole match.
That's 5000 health you heal from that trait over a whole match.
Or Even at 200k damage (which would have to purely come from shroud) you would get about 10k health over a whole 10-15 minute game.
It would just be that little bit more sustain for reapers and I don't think it would make them overpowered or "impossible to kill" in any way.
So what are your small changes you feel like might get looked over in the balancing discussion, but you would like to see?