Hello!
So i went and tested some of the changes that came with the big patch, just to make sure i had some idea of what i was looking at beyond words on a page somewhere. Mind you i didnt test much.
- Pyromancer
Keeping it short, i like the changes&buffs, they seem to do the job of solidifying her position as the most specialized in range of the mage-careers.
- Battlewizard
Nerfs are good, long overdue…might not even be enough?
- Engineer
Mixed feelings, i am apprehensive about the bomb build that is basically what RV can do, but better, and i fear it might just make hordes nearly moot even without the minigun in use. May be too much bomb power.
Sidenote, Combined arms shoulda been the talent on that row to go <.<
The changes to the anti armor cannon are…interesting, least used option by far i believe but combined with piercing shots it might overpeform? However the changes to the minigun recharge and whatnot were very pleasant and i am thankful for them, and writing of which, the level 20 row. I believe this row is great in the sense that i do not find any option bad. Full head of steam might need a duration boost to be a little more even with the other two though.
- Edit - Engineer
Holy cow the talent that removes FF damage on his explosions works on trollhammer and its intended for now, i cant see how this wont backfire at all. What was that nonsense about wanting to tone down monsters imploding?
- Warrior Priest
Not gona lie, i am unsure about this one, a more controllable fury activation sounds nice but i fear this is also powercreeping him a whole damn lot. A good warrior priest was already a steamtank driven by faith.
And Prayer of Vengence…more on this further down
- Bounty Hunter
I can understand wanting to tone down monster damage, i do, but, please do give him something else? Griffonfeet might be OP but that doesnt mean the career itself should be left in a sorry state.
- Slayer
Nice, but do please fix the Chaos wastes bug, its entirely too silly.
- Grail Knight
Doesnt seem too major to me, small toning down…but i am unsure if it was really warranted? If reducing monster killing power was the idea, why cut down on his general power and a bit of ability cooldown rather than ability damage? Conc pot double stab still gets the job done but now he is a little weaker in general instead.
- Weapon changes
Non elf swords & Greatswords
Good overall? I still want to hope for better/more fun movesets but i guess some small buffs are not bad either.
Keri Javelins
Weapon is kinda terrible on cata now, takes EP + 40% power vs skaven + armor to headshot kill a stormvermin and the cleave is just gone. Crappy Longbow alt is real. Worse than moonbow too?
“Edit nr 3, Javelins.”
Alright have been playing Engineer&Pyromancer and saw several elves trying to use Javs, none whom i saw stick around for several maps actually kept the javelins and instead, swapped to Moonfire, Longbow and in a SoT case, the Deepwood staff. I asked and the answer was the same, weapon feels awful to use.
Another solution for this is needed unless we are happy to just leave it for dead.
Keri 1handed axe
The changes do not seem to fix any of the issue´s the weapon has and i find the new moveset to be much worse than the last, feels much less fluid : (
- Boss killer changes and whatnot
So alright, the goal for changing GK, BH, elf daggers and such was apparently to tone down bosses imploding. Except, i do not think these changes actually accomplish this at all? Shade, bounty and BH will still nuke them just fine with a conc pot in hand and a weapon that is somewhat suitable for it.
The recently added “somewhat balanced - Fatshark” Necromancer can still melt bosses in a very unbalanced way no problem, Pyro was significantly buffed and is probably better at it, Engi has been buffed and is better at it. Ranger veteran MWP / dwarf trollhammers havent been touched. Warrior priest gained prayer of Vengence…which is 25% extra power vs monsters for each teammate, 100% extra for the team in a sense.
How does all this fit into the agenda again? It accomplishes little, too little, and in the wrong places too. If you want Shade/BH, GK to do less, nerf their ability monster damage, want bosses not to melt? Ask Sienna nicely and sabotage her staves output a bit. Pour some water into the waystalkers hagbane quiver.
And why give engi a free pass on firing artillery (trollhammer) on any monster he sees without any fear of hitting teammates? Its like taking 0.5 steps forward on helping monsters and 3 steps backwards.
“Edit”
oh and i forget but for the love of Santa, but the Sharks are really doing a repeat of this whole thing with dropping a very big and very poorly tested patch then going on Christmas/Summer vacation so we players can only stew in frustration in the meanwhile?