Okay, so the forums have been brimming with discussion around Grail Knight and his strengths and weaknesses. A lot of comparisons have been drawn between similar classes and there’s a lot of wild conjecture regarding Grail Knight’s power, the power of the classes he’s compared to and a lot of differing findings/opinions due to the difficulties being played by the various players providing feedback.
So let’s break things down shall we? I’m going to list out all stats pertinent to any of the comparisons involving Grail Knight currently so we know what we’re working with in a standard Legend/Cataclysm game with any of these careers (not including weapon/gear loadouts). It’s gonna be wordy so bear with me.
Assuming meta/standard builds:
Grail Knight:
25% bonus damage on first target struck, up to 30% bonus power, ability to regenerate 50% of the damage of the last hit taken after 5 seconds or 30% stamina regen and 30% push angle, 2-3 (virtue of duty) random support buffs that grant up to (virtue of purity) 15% power, 15% damage reduction, 7.5% attack speed, health regen,15% cooldown regen. Ult grants 2 high damage swings via virtue of audacity or one big cleave via virtue of confidence. No ranged weapon.
Mercenary:
Up to 40% bonus power, 10% bonus attack speed, 25% damage reduction (or 20% dodge bonus), 5% bonus crit, bonus cleave, an ult (90 second cooldown) which grants 25 temp health and 40% damage reduction for 10 seconds. Can trade 15% of his power for a 10% attack speed buff on the whole team. Has a ranged weapon.
Slayer:
30% bonus damage, 7.5% bonus attack speed; potential for another 10% AS/15% power/5% crit depending on weapon/talent choice, 40% damage reduction for 5 seconds after landing a heavy attack (can refresh), ult is a leap and grants 30% attack speed for 10 seconds with good crowd control via Crunch and has a high uptime with Adrenaline Surge. Throwing Axes are a thing if you really need a ranged weapon.
Zealot:
up to 30% bonus power, up to 20% attack speed, either 90% increased healing or 30% damage reduction, ult is a dash and grants 25% attack speed for 5 seconds with high uptime via Flagellant’s Zeal
Foot Knight (not taking Taal’s Champion):
15% bonus power, 15% damage reduction aura that can also grant 20% block cost reduction, 10% personal damage reduction (can get up to another 15% with talents), ult is a dash (30 second cooldown) that provides good crowd control and up to 30% attack speed for 10 seconds via Bull of Ostland. Has a ranged weapon.
Shade:
Either 20% bonus damage or 50% bonus crit power, high ammo sustain, either 20% damage reduction or bonus move speed, an ult (60 second cooldown) that lets you turn invisible deal high damage and get a second instance of invis with a guaranteed crit via cloak of pain. Has a ranged weapon.
Ok so those are the nuts and bolts of what these classes bring to the table typically. The biggest thing to consider here is that Grail Knight is the most vulnerable of these classes when it comes to high pressure scenarios having no mobility, no invisibility, no damage reduction and very little crowd control. He has no capability to deal with enemies at range and no means to meaningfully close the gap unlike others. His niche is that he can butcher elites and deal high damage to monsters, shade performs this function just as well if not better whilst having none of the disadvantages; Mercenary can also shine with comparable effectiveness regarding damage on elites whilst again having none of the disadvantages. Foot Knight is the only class on this list that could be considered weaker than Grail Knight when all is said and done and that class has been in a position of being a “discount Mercenary” for quite some time, similar to how Unchained is currently when compared to the other Sienna careers.
I’ve called this thread “The Kruber Problem” but really this is highlighting an issue that exists with other careers such as Ranger Veteran, Unchained and, to a lesser extent, Bounty Hunter; not just just Grail Knight and Foot Knight. As well as an issue of over-performance or rather being a “master of all trades” that exists with various classes such as Zealot and Mercenary.
So what’s the fix?
Well, we could nerf Mercenary, we could buff the Knights, we could do both. We could nerf Pyromancer’s melee, we could (god forbid) buff Unchained, we could nerf Battle Wizard’s durability. Ranger Vet, you get the idea of where I’m going with this.
There’s a lot of things that could be done, I’ve my own ideas on how to fix these things but I’m obviously not the one to decide if my ideas are best and I’ve no real way to guarantee if they’d work. Obviously it all comes down to what feedback from the playerbase says and what Fatshark decides to do with it, if anything.
Personally I’d have give Grail Knight some attack speed (maybe bonus crit) and rework stocism to function how I suggested here I’d nerf Mercenary’s Walk It Off talent (probably rework the others to be more viable) and then Foot Knight would need a series of buffs and I’m not really certain what would be best for him. Anyway that’s just what I’d do more or less. What do you lads and lasses think should be done? Discuss.
Edits: just making the post cleaner, don’t mind me :^)