After a bit more thought, I've decided (like a lot of people, though it took much longer for me) that the Steelfang Slash and Fear Me buffs are a bad idea that will create a ton of imbalance.
For Steelfang Slash, look at Dragon Slash. With the removal of the recharge time, Steelfang will actually be a better skill, despite being non-elite.
This is very bad, because it opens up the possibility of combining two of the most effective Warrior builds into one monstrous beast: HB+WA and DS+SY. As it is, the only thing preventing the merging of the AoE capabilities of HB+WA (which become downright insane when combined with MoP) with the single target damage and SY spam of DS+SY is the fact that DS and HB are both elites (and Steelfang is simply not up to the task of replacing DS due to the recharge time). With the recharge time removed, there is nothing preventing the merging of these builds into a ridiculously overpowered chimera. In fact, Steelfang Slash will be the only thing needed to charge WA, resulting in more bar compression, so it's even
better than HB+WA and DS+SY combined. Instead of encouraging more builds, this will reduce the number of good warrior builds, while taking a sledgehammer to the newly created PvE balance that the SF and 600 nerfs will work so hard to create.
The Fear Me buff is not too bad if you only consider it's effect on warrior weapons. But that's not what people will use it for. People are going to use it with Enduring Scythe, which is such an incredibly overpowered build to begin with that it removes the purpose of playing a primary dervish altogether by using their weapon better than they do while having more armor and having no significant downsides. This will buff the damage on the build to levels possibly surpassing even critscythe (which currently does even more damage than enduring scythe, but it comes at the cost of not having access to SY).
In other words, this change will remove one of the primary PvE builds of the assassin, while spitting on dervishes by taking a warrior build that already makes their class meaningless and buffing it even further.
And no, D/Ws will not be able to abuse this too. Dervishes have to split their attributes 3 ways already (Scythe Mastery for damage, Mysticism for IAS, and Wind Prayers for energy management). They can't afford to take any points from anywhere. Warriors only need Scythe Mastery and Strength, and they can afford to take a few points out of strength without hindering their ability to maintain Flail or reducing their damage significantly.
It's also worth noting that warriors may attempt to combine this with WE and daggers. I don't know what the results will be (as my assassin is a joke character who swings a hammer), but it's also something to consider.
Fortunately, there is a simple solution: make the critical hit increase of Fear Me only affect warrior weapons. Then the change will be an interesting and possibly fun one. Otherwise, the change will do far more harm to the game than good.
Quote:
Originally Posted by Shayne Hawke
You can pretty much consider the prelim notes as our way of communicating with you. Anything else... I'd love to bring up some of the skill adjustments that weren't listed in the prelim updates, whether it be on the reason that we decided a certain skill wasn't necessary of being changed in this update, or whether a change would be too tough to code, or whatever the case. The bottom line though is that I can't, or I'm at least not supposed to.
Of course, your best way of communicating with us then is most likely to be commenting on the notes in this thread, and we can then pull important and constructive feedback from this thread to bring up within the Krewe and get things further straightened out.
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Thank you. This makes me happy. It gives me the (admittedly naive) hope that some of the issues the community spots that slip through the cracks (it's inevitable, really, even with the TK) will be addressed, resulting in a better update, and possibly creating a positive feedback loop of more openness and better updates.