Some specializations are just not as powerful as others. In the interest of opening discussion with others about this, I'll start with my ideas on how to improve what I see as problems with the specializations.
Shapeshifter
- Make shifting instant-cast like most spells are. This would allow the Mage to switch among the three forms to use their different powers. The cooldown on each shape should also be greatly reduced to around 10-20 seconds. To actually make switching among them worthwhile...
- The shapes need greater differences. To accomplish this, each one needs a few more active abilities. We're giving up spells (and a specialization slot plus four talent points) for these shapes, so make them worth it. This would give the Mage a reason to use each of the three shapes under different circumstances.
- Sustained spells should still be usable. I agree with active spells being replaced by the shape's active talents, but removing access to sustained spells is the nail in Shapeshifter's coffin. The shapes all do nothing but melée combat, which they already are much worse at than an Arcane Warrior. Don't make them worse by removing sustained spells.
Reaver
- The loot delay glitch needs to be fixed. This alone makes Devour (and Death Magic and Death Syphon) kind of suck. Rarely enemies will register as dead right when they fall. Much more commonly you can't loot the corpse or Devour it until after the battle ends. Otherwise, a minor healing ability is nice and, when it works, is pretty cool.
- Aura of Pain does absolutely terrible damage. When my character can take off 70-100 damage per swing, an extra 14 damage every two seconds is a joke. I'm paying a specialization slot, three talent points, 60 upkeep, 5% fatigue and my own health for this? Not worth it at all. The damage is currently not even increased by any attribute. Increase the base damage and then have magic empower it further so warriors get an actual benefit to increasing magic (I'd get into how each attribute should have some realistic use for all classes, but that's another topic). Yes, this should also increase the damage the Reaver himself takes, which makes it a proper trade-off. This would also make Reaver enemies a little more dangerous and a little more self-destructive. Currently they have a cool name but are otherwise almost indistinguishable from other warriors.
- Blood Frenzy needs to be made passive, obviously with no health regeneration penalty. The damage bonus is already very low; why make the talent totally worthless by adding upkeep, fatigue, and penalized regeneration? Sure, you can get a small damage boost at near death with penalties, or you could just Berserk for the same small damage boost plus increased health regeneration and mental resistance.
Templar
- Righteous Strike needs to provide a small damage bonus against mages. Draining their mana isn't enough given how much mana mages have; they just seem to cast spells anyway with no noticeable difference from having drained them. Mostly however, this is needed as a matter of perception: Templars as a class need to feel like Mage hunters. Adding a small (magic-10) bonus in spirit damage versus anything with mana would add to the flavor of the class greatly. Making the damage spirit would make it resistable, but would also make it more noticeable so that the player would see that he/she is actually better against Mages like Templars are supposed to be. Again, this would also provide warriors a use for magic. They could boost magic and be better against Mages (strength adds 0.5 against everything, magic adds twice that but only against things with mana), but would spend fewer points then on strength/dexterity/constitution. As it is currently, magic is worthless for warriors and rogues (oo, my potions now heal an extra 2 health, that was really worth 3 points).
- Cleanse Area should be ranged like Holy Smite. Having it center on the caster makes it almost always more harm than good. A stun effect on Mages (still friendly-fire) would also be a nice addition.
- Holy Smite does not smite Mages. It doesn't even smite anything. I expected Mana Clash for warriors. It is not. Holy Smite does perhaps an extra 2 damage for me against Mages. Currently, the damage is based on willpower and the increased damage against Mages is very, very small. It needs a serious kick in the back end to make it worth the huge stamina cost. Leave the damage against non-Mages low as it should be, but make it use magic instead of willpower (which for most warriors would make it even weaker against non-Mages). As Alistair admits, Templar powers are basically magic, so Holy Smite using magic would make more sense. Against Mages, it should drain all mana like Mana Clash (which doesnt require a specialization and level 15 to unlock) and cause massive damage. This is a level 15 talent, costs a huge chunk of stamina, has a long cooldown, and is the final reward for a specialization that supposedly focuses entirely on hunting Mages. Make it feel like it, because doing the same 20 damage to a Mage and knocking everything over for a second makes Holy Smite extremely underwhelming and currently not worth the stamina. Mages are supposed to fear Templars, but currently they end up being far better hunters of each other just using Mana Clash.
Bard
- It's funny how bad Song of Valor is. The current regeneration bonus is 0.5+0.01*(cunning-10). That is not a misplaced decimal on my part, but I'm hoping it was on the part of the guy who scripted the talent. Currently, 60 cunning nets you an extra one stamina every two seconds. That's got to be a mistake. I'm sure it was meant to be 0.5+0.1*(cunning-10), which at 60 cunning would still only give a 5.5 regeneration, making Song of Courage still universally better but much less so. This should be fixed.
I could now talk about how Berserk and Blood Magic should not turn off after battle (it's really annoying), how there shouldn't be a Remove All Summons command on every zone change just to screw with Rangers (this serves no purpose), how multiple summons per party should be allowed on the Xbox 360 and PS3 versions (there was no reason for the limit at all), or how the Arcane Warrior is stupidly overpowered (Shimmering Shield? Seriously did they need an "I am invincible" spell?), but the rest of this topic needs more than just my opinions. How do you all feel about the specializations, and what would you change to make them all worthy choices?
Modifié par SushiSquid, 09 décembre 2009 - 06:22 .





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