hmhm.
1 Health talents.
Seems good for the most part, but the healshare change is too punishing for QP, if two people roll in then both suffer for it.
- Stagger talents
Its not that assassin is too good, its simply that the others on average are weak-ish. Like smiter is easy to activate sure…but its on ONE target at a time. In a horde fighting game. Sure that one guy in the horde of 50 infront of you will surely feel the pain, his buddies wont give a hoot though.
Assassin comes of as strong meanwhile because it just so happens that most of those who can use it, use crit builds, which also tend to use weapons that have good finese multipliers (crit&headshot damage) which all combined serves to make a strong mix.
Outright removing the crit component is just punishing less skilled players and those who use weapons that crit but dont headshot well, at least not while clearing hordes.
- Weapon properties.
Using Crit power, block angle and power vs on melee weapons is like self sabotage, they are actually just that bad in comparison. But this doesnt hold true for ranged weapons so leaving those unchanged is fine.
- Necklaces, charms&trinkets.
Seems fine i think, this goes goes for the proposed changes to the traits as well, mostly.
- Traits.
Oh boy.
First up, your change to swift slaying does on average nothing except for maybe on Kruber who innately doesnt hit very fast nor has a lot of crits baked in. Keri, saltz and the angriest Dwarf + pyro wizard will still be having permanent uptime.
Not changing resourceful is quite strange too, this trait is entirely awful with even inconsistent swift slaying uptime still providing more ability regen from hits than this would do.
The heroic intervention change is honestly, laughably useless, it doesnt accomplish anything and is faaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaar to weak to be of any use.
Removing scrounger, why in the world? And the replacement talent is downright awful too, ten times so since you didnt even touch conservative.
Inspirational headshots effect is too short to be any use, or too demanding to be fun to use having to swap to gun and shoot in the middle of melee constantly to maximize.
- Healing changes
The main problem with healing from the likes of waystalker, GK and natural bond is not that they replace THP, its that they are too low and too conditional and compete with often seriously superior options.
Waystalker healing doesnt even happen if shes not below 50%, if a WS is there they probably are in a fight and boon will give infinitely better value being able to rapidly fill up and keep full THP.
As for GK, i have never heard of anyone complaining about that blessing except Zealots who wants to opt-out of it. All while cursing the GK for his bathwater loving-heresy.
Natural bond? Biggest issue with natural bond is that its low and it competes with boon and barkskin, something that would not be helped by you halving its effect and buffing the other options aside from those two.
…
All in all i get the feeling you dont seem to chat with diverse people nor use the various balance mods in modded realm as referece at all. A lot of it seems like echo chamber stuff that only addresses surface levels with a serious lack of consideration for circumstances like how natural bonds biggest issue by far is being in competition with bond&barkskin and then even proposin to nerf it even more.
If you are heavy in melee and got solid THP, use barkskin for serious added bulk.
If mainly ranged but solid THP and got some DMG resistance that you use, also use barkskin like on engineer with the 30%.
If ranged but squishy, use boon to ensure two random pokes in a melee wont kill you before you get some back.
Where does natural bond fit in? Ranged but squishy and supremely confident that you´ll never take any serious amount of damage nor feel pressure in melee…this is a condition that 95% of players will never meet. Its the biggest thing that ensures bond will never see the light of day.