Dev Blog: Talents System Preview -- Warrior and Ranger

Will we get any preview on the fisherman gear? :smiley:

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Just wanted to add that you should make the Arrow Sight just work on Charged Shots.
I say this because if you to get the 1-second Charge Shot, it would make the talent almost useless.

Some immediate feedback before I dive into an analysis of these talents: This synergy between collumns seems too high, and leads to less actual choices as a player. If two talents synergize really well, and I want one, I’m just wrong as a player to not get both then, meaning I now I have one less option.

Templar

So even with what I just said above, i’m glad that Warrior is getting more clear options between DPS / Tanking

Righteousness: Your Provoke combo heals you for a small amount.

I’m hoping that small amount doesn’t equal a irrelevant ammount. If this can allow for a Warrior to sustain themselves in what should be a low damage enviroment (Out in the world, small 2-3 pack pulls) then this is awesome an i’m glad to see it added, however i’m afraid that it will be such a small amount that it won’t actually change the outcome of a battle

Improved Stun: When an enemy is Stunned by your Shield Bash, they also take 5% increased damage from all sources for 2 seconds.

5% for 2 seconds is laughably nothing. For a game that had a 30s cooldown cheat death, it’s odd to me how weak this is (30s cheat death is insanely short for a cheat death cooldown, in WoW cheat deaths can feel overpowered at the 3 minute mark). 5% for 2 seconds might be a total of 0.5% gain over the duration of an encounter, less if nothing big even lands in that 2 second window.

I think the duration is what feels the worst here, but 5% and 2s both just seems nearly insignificant

Improved Rush: Your Sword Rush ability can store up to two charges, and can also be used to rush to friendly targets.

This is a talent I actually really like. This could be useful for both DPS and Tank, The extra mobility will allow a Warrior to have much more reliable control over creatures. The extra charge will also allow for some burst damage from Sword Rush. Good talent.

Blessing of Protection: Raise your sword high into the air, gaining a temporary shield which will absorb damage equivalent to your currently lost health, for up to 5 seconds. Can be used once every 60 seconds.

This is another talent that I like, as long as the effect happens quickly. If you have to hold up the sword for a long time to get the effect then it makes it less likely to be effective in saving you from an dangerous moment. My gut instinct here is that it should be tied to a more binary trigger (Hold you sword up and press grip / trigger) so that the effect can be much more snappy.

Shield Spike: Your Shield Bash causes the enemy to become weakened to your sword attacks and Wound combos, taking 25% additional damage, for 3 seconds.

Berserker

Rage: Your Wound combo causes the target to bleed for 15% of the damage dealt over 2 seconds.

15% buff to Wound seems like an okay buff. Not really that exciting, but is better than the 5% for 2s talent.

Intimidate: After using your Sword Rush ability, gain a buff which increases your Critical Strike chance by 25% for 3 seconds.

Another okay buff talent. 25% is large enough you should be able to actually feel this in combat.

Blessing of Might: Raise your sword high into the air, granting a boon to yourself and nearby allies which increases your damage by 10% for 5 seconds. Can be used once every 60 seconds.
Ranger Talents

10% / (5/60) = This is a 0.8% overall gain to your group. In a 3 minute encounter this talent would save you only 1.5 seconds. This seems very unexciting for a final talent slot.

Snipe Shot
I was happy to see this is how you guys are looking to differentiate gameplay between the talent options, however in general I don’t think that the difference between a shot every 1s and a shot every 0.3s is the difference between a sniper and a spammer. This feels like Fast Gameplay vrs Unhealthily Fast Gameplay (to the point where it may actually cause injury if you are trying to shoot this fast constantly)

Globe Master: Your can generate up to three globes at once when firing at long distances.

This seems like a ramp up reduction talent. I’m worried this is going to feel like auto-reload felt to me in Raw Data, where if learned and mastered a mechanic, and then a unlock invalidated that learning, and made me question why auto-reload was included or why wasn’t it baseline. Why teach a game mechanic that gets removed via talents later.

Improved Charge: Your Charged Shot applies a 2-second, 35% Slow effect to the target.

Small utility gain. 2 seconds feels like it’s too short to matter. The large issue I have with this talent is that the talent it is paired with is a strait up DPS increase, while this is just a slow. If i’m a DPS player, why wouldn’t I chooise the DPS option.

Arrow Sight: When drawing back your arrow for 2 seconds, gain Arrow Sight, which shows you the projected path your arrow will take.

This is another small utility gain, allowing for you to for sure hit that long ranged shot. Again the worry is the option this is paired against being an actual DPS increase. This talent shouldn’t even come into play with the max level talent saying you should fire every 1s and not every 2s.

Precision: Unlocks the Precision Shot Indicator, which allows you to do increased damage with precise timing and careful aim.

This is good, but I think careful aim and precise timing =/= shooting every 1s. I think every 2s and always getting the aim tracker would feel much better.

Quick Shot

This spec is unhealthy.

Globe Keeper: The globes that you earn for firing highly rated shots last longer before decaying at close range.

I’m afraid this is just a intro to the fight start talent, once things get close then you aren’t getting those highly rated shots anymore.

Rapid Charge: Your Charged Shot charges in 1 second instead of 2 seconds.

Charge shot should be charge, not spammed. I don’t like this at all. It is also paired against a slow, Maybe some damage reduction or a heal would be a comparable option to pair against the slow.

Multishot: Every time you fire an arrow, you have a chance to fire an additional empowered arrow.

Why is there a talent that just strait up increases damage paired against a talent that might make it so you can hit a far target, but not actually increase overall damage at all. I also don’t think the bonus for spamming arrows should be…more arrows.

Rapidity: Unlocks the Rapid Shot Inidicator, which gives additional bonus damage as long as you are firing shots very quickly without pause.

This isn’t fun. I know there are some people that think it is fun, I worry for their wrist health.

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Another thing to note.

Is the Multishot talent going to interfere with the 3 arrows/second and do 1 damage on one of the shots?

Hi everyone, I’d just like to give a heads up and say that we appreciate all the feedback and some of the talents (e.g. arrow sight) have already been removed/reworked based both on testing and feedback that we’ve received.

We probably won’t go into further details before launch on those particular trees since stuff changes very often and it was definitely a first draft preview - this is pretty much just a message to let you know that we’ve read your concerns/suggestions and you can expect probably most trees to launch in a somewhat different state than the preview will indicate, as we mentioned when we posted it. :slight_smile:

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Hi Sonhae, just wanted to get your attention to a few things you missed in your review regarding the warrior talents.

Improved stun

I feel like you missed the part that you can actually use shield bash about every 8 seconds or so, which means you will have 1/4 of the time with extra damage buff, so it’s not a small amount. Also you are wrong about the unbending (which you call “cheat death”), as it’s cooldown is 2 minutes.

About the Blessing of Might, you could be right, the duration is just a bit too short, if it would last for 10 seconds, it would be a lot more viable, but nevertheless I would still go with that one.

Interesting thing to consider: if this increases the time it takes an enemy to reach a kiting Ranger by one second, you could consider that a bonus to the Ranger’s damage, even if overall damage is unaffected. That’s still extra damage dealt before an enemy starts attacking, which could be just as valuable, or more valuable, to some players.

I knew the cooldown of the cheat death was increased, but I thought it was increased to 1m and not 2m. Still is very strong.

As far as the shield bash goes, I had thought it was a 10s cooldown, which would have been a 1% DPS increase, at 8s it is still only a 1.25% damage increase. In a three minute fight, that is still only worth 2.25 seconds of extra DPS, which in my opinion isn’t going to be noticeable.

That is only true in solo play. In group play you are likely to have better and longer last slows from Runemage or a Warrior.

So even in that case the talent would only have value for the Ranger, and only if being able to avoid 1 extra melee swing decided the outcome of the fight.

You might be right with the 10 seconds, never actually counted how long it takes to recharge :smiley:

One question please. What is the proc chance of the multishot talent? It’s critical on my decision-making please if you wouldn’t mind. Everything else is really good and we are really thankful for everything you do. Really not a fan of fireworks coloring and things of that nature from tier one, But I respect your decision and I don’t want to be another complainer.

Will a post be made listing the talents y’all decided on, or do we need to look somewhere in game for that?

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Edited out due to better info.

I just updated the various Wiki pages with all the details on the Talents. The patch will go live probably in a couple of hours.

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How long does the Overcharge buff last?

It’s just a single shot. Basically you’re trading in a bigger damage boost on that one shot for the smaller damage boost for each individual shot.

for overcharge is it the charged shot that gets the buff or the one after?

It’s the charged shot. You gain big damage on it and then lose your orbs.

More weapons with different playstyles for the classes.

You can even do multi-classing with balancing:
Mage(lvl 10) + warrior(10) = Battlemage (lose your charge ability, now you can spellcast) [hard to swing + spellcast, shorter sword to make casting more feasible & nerf swing range, reduced spell damage, reduced armor, disable sword damage while casting as one option…)

Ranger + Warrior = many many options. But you could also do throwing axes for example, holding your trigger and releasing it to throw it (and a new one appears in your hands either after s seconds or when the weapon lands/hits - perhaps even playing a vibration on the hand to alert them besides video/audio(if you play audio for it)) - as just a type of weapon - not necessarily forcing them to use these weapons in a ranger+warrior combo. Perhaps you carry poisons on your waist & can apply them to your sword for s seconds or N number hits as another option. I literally mean dozens of interesting opportunities here.

  • other combinations. It’s not like you need to have a mixed class for every base class either, they can just be requirements. So if Mage+Musketeer is too weird/difficult, no need to make it happen.

Pistol Musketeers
Crossbow Archers (or give poor warriors a crossbow for pulling ranged)
2h Warriors(2h axes, hammers, swords) - reduced damage by 50% if wielding with 1h (hands hand must be near at all times - technically someone could wear both controllers on 1h but I don’t think it would be worth it.)
Healing Mages (reduced magic dmg, gain access to heal spells). Not everyone wants to be a musketeer healer.
Frost/fire/arcane specialization (plz re-do the sound of arcane blast[annoying] & both sound/visual of arcane ray[weak feeling])
2nd weapon slot for smaller weapons (lower back/small of your back?)
Buckler warrior shields - low damage absorption - can parry attacks for reduced dmg to shield - more damage
MetaMagic - holding down trigger with your off hand and submitting a spell with your wand-hand simultaneously will proc metamagic if the first spell was a successful cast, taking in an additional symbol (like rituals) to either modify or mix the spell for different attributes (arcane orb + decurse for aoe decurse) (fire+frost for a single frost-fire spell with some increased damage) (icelance + firelance = firelance) (mana shield + arcane blast for aoe mana shield) (fireball 2 + arcane blast for aoe fire) (I daresay frost+arcane blast because of the follow up ice lance lol) - fire ray applying burning and aoe(arcane ray) ice ray applying slow and aoe (iceray - again OP ice lance followup though) mana shield + frost (additional armor, slow upon getting hit), fire+manashield (fire shield, fire dmg upon getting hit and a chance of burning)…affliction and so forth might have too much utility, or is worthwhile of a 4th tier talent in the current setup. Just food for thought though.

  • might need to nerf icelance for this to be reasonable. It’s already a god-tier spell, nothing else is worth casting for damage if you are going for max dps. (maybe affliction 2)

Shortbow rangers - less draw distance to reach maximum damage (less than a longbow), shorter maximum range.
Summoners / Ranger pets…
Dual wielding warriors with combo’s involving both weapons, perhaps even based on the type of weapon (sword + mace). Crushing blows that reduce the targets armor, even brief stuns, reduce targets physical damage. Could even add cooldowns & enough combo’s to form rotations rather than spamming out one single combo repeatedly.
Also instead of “Your Wound combo causes the target to bleed for 15% of the damage dealt over 2 seconds.”, why not add cooldowns to warrior combos (yea there’s a learning curve to timing it), and add more combos? Like instead of wound now does 15%, give them a bleed combo that does 100%, 125%, dmg(or something comparable to wound). Again, to form new rotations and break the monotony of a singular skill being spammed & increase the skill ceiling.
Some more combo ideas randomly(that all warriors don’t necessarily need to have access to):
1] Take 25% less dmg for 3 seconds
2] Bleed (as mentioned above)
3] Root Target for 3 seconds
4] Add 5% to shield (shield breaks dip into hp)
5] Nearby allies take 15% less damage for 10 seconds
6] Reduce cooldown on horn by 1 second
7] Gain 15% move speed for 4 seconds, or return x stamina
8] Deflect the next ranged attack/spell cast at you within 4 seconds, taking no damage return angle is based off the incoming angle), & it can hit enemy targets (yes this is situational)
9] Brief stun (mentioned above)
10] Armor crush (mentioned above)
11] Reduce the enemy’s physical damage for s seconds (mentioned above)
etc?
12] You do 15% more damage for s seconds.

Can make this stuff up for days.

  • new npc “trainers” & tutorials for using these new abilities as you unlock them.

with some new combos, abilities, and so forth… lot’s of potential for variety & interesting design choices.

Edit: of course, more importantly is an end-game and content that will be challenging & worthwhile. Shard dungeons & raids & such.

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