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Warrior:
Warrior
The overall goal here is to reduce the damage for the very high control warriors. This means reducing some dependency on going 30 points into discipline for Burst Mastery, making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the hammer’s burst skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area of effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on longbow also saw some rework. It will scale better with adrenaline levels, and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
The overall goal here is to reduce the damage for very high-control warriors. This means reducing some dependency on spending 30 points for the Burst Mastery trait and making warriors spend 20 points in Arms to get the benefit of Unsuspecting Foe. We also reduced the damage on the Earthshaker skill to separate the control from the damage. We don’t mind warriors doing massive damage, or doing great area-of-effect control, but we’re trying to prevent them from easily doing both. We also increased the readability of Skull Crack, which will allow opposing players to more easily react to it. Combustive Shot on the longbow also saw some rework. It will scale better with adrenaline levels and still provide strong burning per adrenaline level, but the raw damage was toned down slightly.
Strength 5 – Reckless Dodge. Increased Damage by 25%
Strength III—Great Fortitude: Increased the conversion rate from 5% to 7%.
Strength III – Great Fortitude. Increased conversion rate from 5% to 7%.
Strength 5—Reckless Dodge: Increased the damage by 25%.
Arms IV – Unsuspecting Foe. Moved to Master Tier.
Arms IV—Crack Shot: Moved to the Adept tier.
Arms VII – Crack Shot. Moved to Adept Tier.
Arms VII—Unsuspecting Foe: Moved to the Master tier.
Arms XII – Last Chance. Increased the threshold form 25% to 50%. Reduced the cooldown from 45 seconds to 40seconds.
Arms XII—Last Chance: Increased the threshold from 25% to 50%. Reduced the cooldown from 45 seconds to 40 seconds.
Defense 25 – Armored Attack. Increased conversion rate from 5% to 10%.
Defense XII—Spiked Armor: Reduced the recharge from 15 seconds to 10 seconds.
Defense XII – Spiked Armor. Reduced the recharge from 15s to 10s.
Defense 25—Armored Attack: Increased the conversion rate from 5% to 10%.
Tactics 5 – Determined Revival. Now correctly displays the amount of toughness.
Tactics 5—Determined Revival: This trait now correctly displays the amount of toughness.
Tactics 25 – Reviver’s Might. Now applies 3 stacks of Might instead of 1.
Tactics 25—Reviver’s Might: This trait now applies 3 stacks of might instead of 1.
Discipline II – Thrill of the Kill. Increased Adrenaline gain from 1 to 10.
Discipline II—Thrill of the Kill: Increased the adrenaline gain from 1 to 10.
Discipline XI – Burst Mastery. Reduced damage increase from 10% to 7%. Removed erroneous adrenaline gain fact.
Discipline XI—Burst Mastery: Reduced the damage increase from 10% to 7%. Removed the erroneous adrenaline gain fact.
Earthshaker. Reduced damage by 20%.
Earthshaker: Reduced the damage by 20%.
Staggering Blow. Reduced damage by 23%.
Staggering Blow: Reduced the damage by 23%.
Skull Crack. Increased the cast time from 1/4s to 1/2s. Updated the animation and effects of this skill to be more clear.
Skull Crack: Increased the cast time from .25 seconds to .5 seconds. Updated the animation and effects of this skill to be more clear.
Combustive Shot – Increased pulse duration to 3s. Increased burn duration per pulse to 3s. Normalized damage per pulse. Updated pulses per tier to 2, 3,and 4 respectively for tier 1, tier 2, and tier 3. Overall physical damage has been reduced by 15%.
Combustive Shot: Increased the pulse duration to 3 seconds. Increased the burn duration per pulse to 3 seconds. Normalized the damage per pulse. Updated the pulses per adrenaline tier to 2, 3, and 4 respectively for adrenaline levels 1, 2, and 3.