CalmTheStorm.2364 Posted March 12 Share Posted March 12 @Cal Cohen.2358 I appreciate the attention that BS got in the last balance patch; thank you! I do, however, think that BS needs more help in order to truly compete with other professions. A few thoughts: Review of the Recent Gunsaber Changes: Ranged AA: Good. Doesn't do much dmg unless you have a bunch of might, and the aftercasts don't feel great, but all-in-all it's a pretty solid upgrade. Blooming Fire: Terrible. This skill is hot trash. In fact, I would go so far as to say that you should not use this over auto-attacking in virtually any circumstance. The cast time is too long, the damage is too low, and the small radius of the explosions mean that most will miss if the shot is fired at a moving target (resulting in your attack frequently doing 400-700 damage). This skill needs some serious love. Ideally, this should be a powerful melee attack. We now have a ranged AA and artillery slash and cyclone trigger are also ranged dmg...we really don't need another (and it's honestly a liability to have all ranged attacks when there is so much projectile hate/reflect in the game currently; you want to have tools for every occasion, especially on a mandatory weapon like gunsaber). Returning this skill to its previous form and buffing the dmg by 25-33% and reducing the cast time to 1/2s would be ideal. However, if you're sold on keeping it as a ranged attack, I suggest increasing the explosion radius to at least 240 so the whole attack will reliably hit moving targets. Reduce cast time to 1/2s. Let each explosion apply 2 stacks of vulnerability. This will make it preferrable to an AA as well as help it a) cleave (because of the increased AoE) and b) have a niche use (applying vuln). Artillery Slash: OK. The fire-all-your-charges-at-once thing isn't as bad as I feared, especially because it is compensated for by reduced CD per charge. The daze with 2 charges is decent (but not game-changing), too. However, the 3/4s cast time feels awful. Please reduce to 1/2s. The projectile is already fairly slow and has wonky targeting (very unreliable beyond short range, esp if the target is moving--which is almost always), so it does not need to be further hindered by long cast times. Cyclone Trigger: Great. The extra aegis is wonderful. This would be even more powerful if the rest of the kit, esp blooming fire and artillery slash, were more reliable damage sources so you could use CT primarily for defense and not as one of your main sources of damage. Bladesworn's Biggest Issue: Dragon Trigger: There's no way around this: trying to charge DT for any length of time in the middle of a warzone without stability is a low-probability endeavor. This results in being denied your main class mechanic--and all the burst-related traits attached to it--a significant part of the time. And when you get knocked out, you lose all your charges AND DT goes on full CD. Imagine if CC'ing a necro in shroud (or a holo in holoforge, or a druid in Celestial Avatar, etc) knocked them out of shroud, made them lose all their shroud pts, and put the whole thing on full CD. That's what Bladesworn is being asked to put up with. Combined with the fact that you only get one burst, this causes BS to really struggle to maximize burst-related traits like Berserker's power, Adrenal Healing, Cleansing Ire, etc--a problem, because that further reduces BS's build diversity. As an aside, please fix the bug that puts DT on full CD when interrupted. BS needs stability to protect DT. I think the best way to do this is to return it to Dragonscale Defense with no CD. Getting a fully protected DT every time could be pretty obnoxious, I admit, so I propose that the stability duration be only 2s. This is enough to protect a partial charge of DT; the player thus needs to choose between trying for a maximum charge that will not be protected by stability, or a weaker charge that will be protected. This both potentiates BS's gameplay while allowing for counterplay....ergo, balance. If you don't want to do that, you should at least put stability on Triggerguard and reduce the CD to 40s per charge. That averages out to 1 Triggerguard being available every 20s (a little more frequently if you use Tactical Reload), or about 1 in 3 DT attempts. I don't think that's too much to ask. Dragon Slash Reach Needs to Be a Proper Projectile: It jumps over targets and is thrown off by any change of elevation. This severely limits its usefulness. Terrain is an important part of the game, and not being able to use your best attack vs players above/below you is a real issue. Dragon Slash Force Needs to Not Be Jumpable: Just make the hitbox taller. Pistol: It sucks. It has neither the damage, defense, or utility of other OH weapons. A few suggestions: Gunstinger: Increase range to 450 and give it a second ammo charge. Dragon's Roar: Reduce cast time to 1/4s and remove aftercasts. The explosions themselves roll out over about 1/2-3/4s, so there really doesn't need to be a lengthy telegraph and animation lock on this skill. It makes it too hard to hit moving targets. This change, combined with an extra charge of Gunstinger, should significantly improve the usefulness of the skill. Traits: Most traits are useless/far inferior to other traits. Some ideas: Unseen Sword: This hits for 1/2 the damage of an auto attack. You could easily triple or quadruple this damage, especially since it would only be a significant source of damage if you run Discipline for Fast Hands, which itself is a significant sustain/dps loss. Fierce as Fire: way too much work to gain/maintain stacks for the amount of the dmg mod. Look at Guardian: +10% for having resolution (which they can upkeep almost indefinitely), or Lethal Tempo providing up to +15% dmg with refreshable stacks. Or Vindicator getting +15% dmg mod just for dodging. Not gonna lie, it's really frustrating to have to point out just how inconsistent the balance is between professions here...Warrior plays by a different (and far worse) set of rules than everyone else. Anyway, FaF should provide either +2% dmg per stack, or +1.5% with refreshable stacks, or +1% and gain 1 might (5s) (or some other boon). Simply put, it needs MORE. Lush Forest: needs a complete rework. I made a thread on that if you're interested. Unyielding Dragon Or Bust: UD is the only reasonable choice for a GM trait. The other 2 will only be remotely viable if you make Dragon Slash attacks unblindable/unblockable at baseline. Daring Dragon: So clunky. Should not HAVE to immediately enter DT. It's further nerfed by having a flow cost to enter DT. I think it would be healthier (especially if you make all DT attacks unblockable/unblindable) as: DT charges twice as fast. Max charges =5. DT CD reduced to 6s. Thanks for considering it! I hope to see some positive changes for the May patch! 4 5 1 Link to comment Share on other sites More sharing options...
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