I've used this subclass tree quite a bit (it was my first choice after Forsaken launched), and I think some of those buffs would be too much.
- Roaring Flames is fine as it is.
- Throwing Hammer simply needs to drop straight down after hitting its target instead of bouncing away in a random direction. And I agree that it does need a longer duration before detonating.
- Burning Maul doesn't need to suck enemies in with the tornadoes, but it does need to lose the whole "send enemies flying into the air" feature. I would like to see Suncharge replace the spin attack, but I doubt it'll happen. I would actually like an uppercut similar to swords' heavy attack as a light attack to be able to use midair.
This subclass tree has great potential but for it to take shape, several small changes would need to be done to it.
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Edited by thesith411: 1/15/2019 2:44:30 PMI've mained this tree since its release in PvP (competitive also) and PvE, and these changes would balace it. [quote]- Roaring Flames is fine as it is. [/quote] My reason for buffing Roaring Flames damage buff was to reward player who manage to kill with solar abilities in PvP. Having only +30% to abilities for killing 3 people consecutively with only your solar abilities in less than 45 seconds and only getting that damage buff for 15 seconds is ridiculous. Currently, your hammer will only deal about 130 at 3x from its initial 100 damage. Too much risk for not enough rewards. If that still seems too much, I would definitely buff the duration since getting solar ability kills in PvP are rare. [quote]- Throwing Hammer simply needs to drop straight down after hitting its target instead of bouncing away in a random direction. And I agree that it does need a longer duration before detonating. [/quote] Having the hammer just drop after hitting is ridiculous. Firstly, landing a hit with it in PvP is often difficult. In fact, using it is practically asking to die. Ttk values nowadays kill in [b]at most[/b] 1 second. You would still have to pick it up to benefit from it, but it's often difficult to do that without getting gunned down and your health regen will likely get shut down even if you succeed. Also, once you lose your hammer, 3 out 4 of your perks are useless, which is ridiculous. Roaring Flames? Not useful enough without your hammer, which still sucks. [quote]- Burning Maul doesn't need to suck enemies in with the tornadoes, but it does need to lose the whole "send enemies flying into the air" feature. I would like to see Suncharge replace the spin attack, but I doubt it'll happen. I would actually like an uppercut similar to swords' heavy attack as a light attack to be able to use midair.[/quote] It doesn't need to, but having the fire tornadoes suck in enemies would give it more potentness where it is sorely lacking. The fire tornadoes are already easy to avoid, do [u]less damage than sunspots currently do[/u], and don't last long. I would want it to have a pulling force akin to the arc skorn captains' totems. Not too strong.
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Okay... First, this subclass tree was [b]built[/b] for PvE. Burning Maul is okay if you know how/when to use it in PvP. That being said, the neutral game is garbage in PvP and should only be taken into Quickplay. If you're playing Competitive, you should seriously use a different tree. As for my reasons: Throwing Hammer should fall right to the ground because hammers are not bouncy balls. They don't bounce when they hit the ground, they simply land. And for the tornadoes sucking people in: if they had the same pulling power as Scorn totems, they would be extremely overpowered. Have you tried getting away from one of those totems without destroying it first? You can't. It will keep sucking you right back towards it. And the tornadoes actually do more damage than Sunspots, in PvP at least. I thought you were trying to bring up ways to make the subclass tree better in general, but you're just looking at the PvP aspect. I guess we're just not seeing eye to eye on the subject.
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Edited by thesith411: 1/15/2019 4:47:16 PMFortunately, I've been doing good in PvP with the tree, competitive or quickplay (just look at my game history). Unfortunately, that is only after beating my head against a wall until I got good with a bow (which took months), which I would try to follow up with a hammer throw. However, even then, the perks of the tree hardly helped. The super is ok if you play smart, which isn't good if it's only just that with a lot of skill. Concerning my suggestions, I [b]am[/b] trying to make it better in "general", which would imply that its utility in both PvE and PvP would be equal. It just so happens, as you pointed out, that the PvP side is a whole lot worse than its PvE side, so [b]of course[/b] I'd focus more on the PvP side. Overall, though, I took PvE into account with these suggestions. Concerning the tornadoes pulling in enemies, have you ever tried lifting/jumping and sprinting away? It's not as hard as you make it out to be. Also, the fire tornadoes don't last long anyways, only lasting ~5 seconds. If someone wants to fearlessly/blindly run into or near a large, smouldering, bright, loud, fiery tornado of death, they should be punished for their naivety.