Redpawa.4108 Posted August 16, 2021 Share Posted August 16, 2021 (edited) While we will get to truly test out the spec in a couple days there are some changes I would like to see around the thematic of the spec.Alchemic Vigor: This trait is counter to the theme of the entire spec. It was added so that blight does not bring the Harbinger health pool below low health classes, but this is inherently bad design. What most players want from this spec is to throw all training wheels aside, but this trait just staples another smaller set on. Furthermore, for competitive Death Magic should be the choice of survivability and bonus health is a stopgap measure due to the flaws of Death Carapace. Suggested Change: Alchemic Vigor has been replaced with Petrifying Fear.Petrifying FearDisabling a foe applies Fear. Fear (1/2s) This change provides additional functionality to interact with the core traits that was otherwise missing. Usage of Blight: With the current slated design blight is a 25s "debuff" that merely stacks up. The lack of interaction with this core mechanic leaves something to be desired. To solve this I would like to see the ability to consume and transfer blight, as well as effects triggering at a threshold ie. the adept traits, but with a cutoff to encourage maintaining higher stacks.Low interactivity: For a specialization about maximizing risk for reward the grandmaster traits are incredibly passive. This reduces engagement for both the player and opponents in competitive. Suggested Changes: Cascading CorruptionYour power is increased. Above the threshold consume Blight to increase the damage of your next weapon skill 2. Power: +180 Threshold: 20 Blight Consumed: 10 Damage Increase: +15% Deathly HasteQuickness consumes Blight to apply Deathly Haste. Voracious Arc applies quickness to allies. Blight Consumed: 25 Deathly Haste (6s): Skills and actions are 66% faster Quickness (1.5s) Doom ApproachesApplying a unique condition transfers Blight to your target. Blight increases your condition damage against defiant foes. Cooldown per Condition: 5 seconds Transferred Blight: 2 Blight (5s) Thanks for reading! If you have issues with the numbers that's fine, Personally I feel that Harbinger needs mechanical changes first before finding it's balance sweet spot. The trait changes I suggest are to reinforce 3 "roles" that can be chosen: - Power: High burst and fast paced combat. - Boon Support: Supply offensive boons with a niche (Deathly Haste) to compete with Firebrand. - Conditions: The "primary" role, High ramping sustained pressure that forces play with low health. Edited August 16, 2021 by Redpawa.4108 1 Link to comment Share on other sites More sharing options...
Nimon.7840 Posted August 16, 2021 Share Posted August 16, 2021 Alchemic vigor is the vitality trait right? You need it. If you have 25 blight without that trait, it would mean, that you wouldn't be able to use the active of signet of undeath. Link to comment Share on other sites More sharing options...
Redpawa.4108 Posted August 16, 2021 Author Share Posted August 16, 2021 2 minutes ago, Nimon.7840 said: Alchemic vigor is the vitality trait right? You need it. If you have 25 blight without that trait, it would mean, that you wouldn't be able to use the active of signet of undeath. I forgot to add the addendums that I made when writing out my thoughts rip >.> For Signet of Undeath I think it's active cost should scale down with Blight, given that the current implementation will leave you with 1800 health anyway, which is- disfunctional, at the very least. With scaled health sacrifice it would at least leave you with 4803 which is alarming but survivable. Link to comment Share on other sites More sharing options...
The Boz.2038 Posted August 16, 2021 Share Posted August 16, 2021 Ask me, that signet should ALWAYS have been "half current health", and not "half max health at 1000 vitality". Link to comment Share on other sites More sharing options...
LucianDK.8615 Posted August 16, 2021 Share Posted August 16, 2021 Why would you want to add fear to a spec that deals out so much torment damage? You know, torment that loses so much damage potential if foes moves. 1 Link to comment Share on other sites More sharing options...
Redpawa.4108 Posted August 16, 2021 Author Share Posted August 16, 2021 1 hour ago, LucianDK.8615 said: Why would you want to add fear to a spec that deals out so much torment damage? You know, torment that loses so much damage potential if foes moves. The intention is increase break bar damage/stability removal and add core trait interaction. Given a 1/2 second duration the fear would be covered by any of the crowd control available to Harbinger so your target won't be moving anyway. Link to comment Share on other sites More sharing options...
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