This will be pretty similar to a thread from the BBB which is currently not available. But in order to focus the discussion, I will concentrate just on the team THP talents and give my personal opinion.
Currently, the THP active skill talents are simple but effective and can only be used every x seconds. Also, in some cases the player has to sacrifice other boni to get the THP effect. However, the talents while being effective are uninspired and boring and allow for overly sloppy gameplay, especially if multiple THP talents are at work. Faceblocking and Hit trading are not a skills.
Largest problem though is how the THP talents differ from nearly all other active skill talents. Most active skills are trump cards, they can turn the tide of the battle, help to overcome helpless situations and save your life in crucial moments. This is their intend and their design, to give you power for a very short amount of time. However, THP talents (and to a lesser extent cool down reduction talents) differ fundamentally from this approach. Because their effect stays even after your active skill has been used.
As example: 25 % Damage Reduction for 10 seconds is exactly that, less damage when getting hit in these 10 seconds. If you get hit after 11 seconds? Tough luck. Same can be said about damage talents. They give you a boost for some seconds. Every enemy appearing afterwards has nothing to fear though (other than a murderous pack of “heroes”). Same can be said about boost talents. A few seconds and your crit bonus has vanished. Not so THP talents. Even after 20, 30, 40 seconds (if occasionally hitting an enemy) the effect of THP talents still lingers. In some cases their effects lingers until the active skill (or a similar active skill) is used anew. That makes stacking THP by active skill talents extremely easy and stronger than comparable talents.
With this pre-text out of the how, let’s list the existing team THP talents and my personal suggestion as how or if I would change them:
Ranger Veteran - Exhilarating Vapour
From the three team based THP talents the least problematic because Ranger Veteran has a long cooldown and no talent to reduce it and the active skill does not provide instant THP. Instead it is a gradual increase applied over the whole duration which means that the team needs to stay in the affected area which is a trade-off. Does suggest though that inhaling dwarven smoke makes your life somehow better.
My suggestion:
Leave it as it is. The trade-off for the THP seems fair to me.
Unchained - Bomb Balm
From a gameplay perspective absolutely boring on a career like Unchained. Also, slightly strange how an explosion “heals” the team. Also, has a horribly strong synergy with Abandon. In my opinion, it does fit within the narrative of Unchained’s identity but the talent is boring, boring, boring and has all the problems mentioned in the pre-text. With Abandon the skill can be used in a scarily high frequence .
My suggestion:
Remove Bomb Balm from the game and replace it with another level 30 talent called Spreading the Flame. For the duration of the next 10 seconds Sienna’s Fire DoT damage will be doubled. In addition, all her melee attacks and all melee attacks of team mates affected by the explosion deal Fire DoT. Numbers are up for discussion and change.
Mercenary - Morale Boost
Well, this will be the most “problematic” and controversial. Mercenary has the THP effect tied to the active skill basis function, has a shorter cooldown than Ranger Veteran and Unchained and has a talent to further reduce it. Having a Mercenary with you means you are swimming in THP. While you could say that is his thing, the THP effect still has all problems mentioned before. That the effect lingers even after the active skill time is up.
My suggestion:
Rework the whole active skill thing for Mercenary starting with the base effect to something more fitting and more interesting.
- Base function - Coordinated Defense: Reduces damage taken by affected allies by 25 % for 10 seconds and staggers nearby enemies
- Talent Choice 1 - Last Stand: Coordinated Defense also revives knocked down allies, revived team mates can not be killed for the duration of the active skill
- Talent Choice 2 - Coordinated Assault: Coordinated Defense increases Attack Speed for affected allies. Increase in Attack Speed is dependent on distance to Mercenary (standing in Kruber + 20 % decreasing by 4 % per meter distance)
- Talent Choice 3 - Steadfast: Increases Stamina Regeneration, Stagger Power and Block cost reduction for affected allies for the duration of the active skill
With this the three team THP talents would be reduced to just one. This would solify Ranger Veteran’s position as support career while giving Unchained and Mercenary more interesting options. All numbers and talents are open for discussion and change. Especially Mercenary, as it would be a major change, still has other options and shuffling of the different potential effects.