aelska.4609 Posted January 14, 2018 Share Posted January 14, 2018 Three days are left to the balance team to start working on tuesday's balance patch. There is a lot of work to do, yet the short deadline imposes a very short amount of fixes. Path of fire sold out so it is time to first "hot-fix" the elites.Firebrand:The healing potential of this elite is too strong. The changes here should allow the ennemy team to stomp a downstate player more easily, despite the healbot spamRestoring reprieve and rejuvenating respite (heal skills) do not grant aegis anymore.Rejuvenating respite has now a 1/4 s cast time.Merciful intervention no longer heals the downstates by 20% (changes reverted).Mirage:This elite safely deals a lots of conditions while being extremely hard to neutralize. The changes here will punish the mirage if it fails to properly dodge the CC preceding a burst.Elusive Mind no longer break stunDodging gets prohibited when the player is immobilizedJaunt no longer inflicts confusionScourge:This elite deals an insane amount of condition damage from AoE skills, which also locks the ennemy team inside by crippling them. The access to barrier, weakness and the base health of this elite make this elite even stronger, by offering it an insane sustain. The changes here should give a chance to the ennemy team to position themselves out of the AoE, and also to burst down the scourge.Removed the access to weakness (skills/corrupt table)Desert shroud do not follow the scourge anymoreManifest Sand Shade do not cripple anymoreSpellbreakerThis elite does not bring much compared to the core warrior, and should undergo severe changes to provide a new way of playing the class. In the current state, this elite is chosen almost entirely because of a single skill that has a tooltip longer than my arm. The changes here will keep the spellbreaker almost untouched in 1v1 (so it keeps its supremacy over nearly all the builds), while reducing its efficiency in teamfights.Full counter now only affects the ennemy having triggered the attack, and do not negate the incoming damage anymore.HolosmithThis class has huge burst potential but the animations are obvious. However, the damage output from dodging (traits) is too high and has no counter.Self-Regulating Defenses will no longer grant invulnerability, but will reduce all incoming damage (condi or power) by 50% for 3sMine trail trait has now a 6s internal cooldown. The mines will no longer trigger if the ennemy is already standing inside them when they have been dropped.Deadeye:This class does what it is suppose to do: snipe the ennemy from a safe zone. The gameplay is trash and this elite is not especially taken, so the change here is only for the roleplay.Free Action has now 1 initiative costSoulbeast:???Weaver:???Renegade:??? Link to comment Share on other sites More sharing options...
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