Beware: Looooooots of text again -_-
There are probably not many topics which have been more often discussed than the melee traits. I myself have made at least three(?) threads about the topic, making various suggestions. Though sometimes the scope has been to big or the change was to complicated and provided more a solution on paper without regards to the actual code. That said, I am here to make suggestions another time. But I will limit the scope to just the melee traits, focus on the identity as I perceive it and will try to suggest changes which do not touch the mythical âweapon feelingâ argument which is always used then when people run out of arguments. I also want to suggest the change in the global power level because it is to high for Cataclysm. For this I will go after two main vectors: THP and usage of career skill.
Current Melee Traits & the problems
The first point we have to consider is where we see the traits power-level wise. Gut feeling tells us similar to talents. But better or worse? Personally I think, traits should be weaker than talents and with a clear, singular identity. And as such I will suggest the changes.
The obvious issue is Swift Slaying. No matter how you look at it, it is simply to strong and to good. Actually, it is stronger than talents as all Attack Speed talents have lower bonus values OR more limited activation/uptime conditions (with the exception of Zealot because âŚ). The obvious overpowered nature is also something you see when you look at the respective identities (as I perceive them) and what they actually do. I see it like this:
Swift Slaying: Offense (by attack)
Opportunist: Defense (by stagger)
Ressourceful Combatant: Career Skill
Heroic Intervention: THP
Parry: Defense (by block)
Off Balance: Offense (by teamplay)
So much for theory. In praxis though Heroic Intervention is to limited and needs heavy exploits to work. Parry and Off Balance are equally limited in their usage. Opportunist fills a good niche and actually works and is worthwhile. And Ressourceful Combatant technically functions but ⌠Swift Slaying is increasing career skill usage as well and actually does it better or at least close to equal than Ressourceful Combatant. Also, it does provide a better THP bonus than Heroic Intervention and more consistent. As you generally hit 20 % more often the same or different targets and roughly kill 20 % more enemies, it provides in general 20 % more THP and 20 % more cooldown reduction on hit in addition to its attack speed. As such it infringes heavily with two other traits and since it also helps to keep enemies staggered and applying additional stagger on top due to faster swings, it also slightly infringes with Opportunist and provides better defense. Overall, Swift Slaying goes over its identity and does to much. It needs to be nerfed.
With this in regard, I suggest the following changes to traits focussed on keeping weapon feeling and also attaching singular identities which do not infringe with each other.
Changed Melee Traits
The solutions I provide should generally work with the code as I have seen the necessary script lines at different points. Though the actual implementation might be a bit more complicated as buff duration and effects and etc are separated from activation conditions and etc.
Swift Slaying
Swift Slaying will be nerfed. Though the weapon speed will stay. So in order give Swift Slaying an unique identity, we just have to remove the additional effects.
AS: Multiplier = 0.2 (equals 20 %)
Healing: Multiplier = - 0.15
Cooldown on hit: Multiplier = - 0.25
With this the Swift Slaying is solely there for the enhanced physical ability with increased attack speed. The reason for Health only being reduced by 15 % is for one math and how increase and decrease work percentage-wise as well as the oddity that during Swift Slaying you will also gain less health by THP generating career skills, healing potions and green health regeneration effects (identical to boon of shallya, just reversed). You could try to used a different variable but it might become to complex. Also, it asks the user to think a bit more and not use health potions while Swift Slaying is active. The negative multiplier for cooldown on hit is also more than 20 %, simply to separate Ressourceful Combatant and Swift Slaying identity-wise. One is for enhanced physical ability, the other for the career skill. Choose wisely.
Opportunist
Opportunist: For now it will remain unchanged. Though I am pondering if I should add a small penalty for health regeneration or career skill like 5 %. Donât think it is necessary though.[/details]
Ressourceful Combatant
This talent will see a larger change. One thing which bugs me for RC is the reliance on Crit, same as Swift Slaying. Far to much in this game relies on critical hits which are horrible to balance. So this reliance will be removed. Basically the change that I want to make is the following.
Cooldown on hit: Bonus = 0.075
Cooldown on damage: Bonus = 0.075
With this every career can profit from the bonus, not only the crit stacker. The option to make this a bonus and not multiplier has some advantage over a multiplier (although for some careers it is a disadvantage). Careers have different cooldown on hit values, ranging roughly from 0.25 to 0.5. As such the 0.075 bonus equals 15 to 30 % depending on the career, especially helpful on careers with low values. While 30 % might seem powerful, you have to sacrifice the holy Swift Slaying for it. In addition, you get a bonus on getting damage. While this is helfpul do not mistaken. This does not allow you face-tanking and cooldown against THP trading because your melee trait does not provide you with a THP boost.
One of the maybe biggest boon though is that it gives Engineer a way to generate Cooldown for the career skill by hitting enemies (though at the moment Engineer has no defined Cooldown_on_hit and it would probably have to be added as bonus = 0 first). And while this again might be contrary to the initial design decision of FS, we have to remember again that Engineer would have to sacrifice other melee traits for this feature. Also 0.075 is not that much for Cooldown on damage as the base values are generally higher. But it would need some testing with the values. With getting more Cooldown on two effects, the name Ressourceful Combatant would also make more sense now.
Heroic Intervention
Supposed to be the THP for teamplay trait but definetely does not work as intended. So to give it this identity, I would change it like this.
THP on hit: 0.25 per teammate within range
Range: 10 (I think this is Handmaiden Aura Range, yes you read this right)
Both aura talents as well as teammates within vicinity multiplier exist in the code already, so this definetely works. My first idea was to make it a 10 % multiplier per teammate. But then I noticed that this would just be a weaker version of Boon of Shallya aka as weaker version of an already existing trait. So, I opted for a bonus similar to Vanguard. With the aura, it is generally weaker than THP on hit. Also, as somehow third THP talent per career it gives careers with âbadâ THP generation talents a new interesting option. They could finally recover reliably THP as long as they are ready to play as team AND sacrificing the attack speed. Also, needs a new name.
Parry and Off-Balance
Truth be told. Here I am at an impasse. No idea what to do with these two. Outside of some very niche scenarios I donât see use for them, especially Off-Balance. Even if I slap them together as one talent, I donât see the use.
Maybe if parry is changed to a BCR for the frontal 60 °? But have to avoid the 100 % BCR meme builds. Maybe really defining it by the angle. BCR of 50 % in the frontal 30 °. With this and the properties, you can get a auto-parry from frontal attacks. But your block can still be broken from side and back attacks. Open for suggestions.
And with this, I am done suggesting. Especially the first four melee traits are offering you - and also asking from you - an equal choice. Do you want more offense, more defense, more health or more career skill usage? And depending on build and career, the choice will differ more as it does right now. Parry and Off-balance are still open for ideas but I start to like the frontal high BCR which makes it more about positioning and less about reflexes (and bad ping). Feel free to discuss, although I think my mind is set for now And donât whine that Swift Slaying should not be nerfed. I made a giant thread an explanation why that is not an option.
Looking further
As said initially, I would like to decrease the global power level and give traits, talents, weapons a narrower identity instead of doing it all. And I think this change in melee traits will help achieving this as two of the main issues are two much THP and career skill usage (at the same time). Though this can be further enhanced and I am looking at weapons here.
Not considering the obvious overpowered and broken weapons which need a general nerf, the provided ideas could also be utilized to adjust weapons which are slightly overtuned (or the very very very few weapons which are undertuned) without changing the weapon feeling. An example:
Bardinâs weapons are for the most part actually quite balanced to each other and also to the challenge provided by Cataclysm. So they donât need to and shouldnât be buffed. Though two weapons are sticking out for being overtuned: Dual Hammers and Coghammer. With the multiplier we can now adjust identities to them and slightly tuning them down. So Dual Hammers would be the âDefense weaponâ and as such it would get a negative multiplier from somewhere 10 - 30 % on cooldown on hit. They are good for providing THP but generate less career skill. Coghammer would be the âOffense weaponâ as as such it would get a negative multiplier on THP somewhere 10 - 20 %. As such the weapon is good for career skill usage but less generation of THP. So to say an actual risk (less THP) vs reward (easy use and high damage) function, instead of the usual just win harder things we have in the game.
It coud be used to give more identity to the weapons and adjust them without change of weapon feeling, overall slightly increasing the challenge and decreasing the global power level. Or in short, making the game more fun as choices are now more equal and in sync with the actual challenge by Cataclysm. But for now, I would focus on the melee traits. It is a good start as I provide some interesting buffs for the other traits in exchange for the Swift Slaying nerf.