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Class Balancing: Demon Hunter
#1
The last thread for rebalancing classes currently in the game. This one has several changes for the Soldier class promotion [strike]Dante[/strike] Demon Hunter. Being the special little snowflake it is, this class was the most difficult to reach any sort of consensus on. Here is a starting point.

1. Winged Serpent now costs 2 momentum unless the airborne status is caused by Leaping Lizard.

Justification:
Winged Serpent's interaction with things like Crane Hop, Burn Up, and Dragon Hover end up giving people 8+ tiles of 1 momentum movement. It is almost universally accepted that movement for 1m without a catch (aka voidgate) is bad, and this cuts down on that. It gives Cobra Demon Hunters the ability to still fly all over the place if they jump on someone's head with leaping lizard, but doesn't allow things like burn up -> overcharge -> shoot in the face. #ClipDante'sWings.

2. Matador's Know No Pain is significantly reworked.

Know No Pain - Required: Matador Stance rank 1
Toggle Skill. Must be in Matador Stance to gain the benefits.

Off - When you take physical damage, you gain Rage (Rank*4) based on Rank or equal to the Damage Taken, whichever is lower.
On - Physical damage dealt to you is reduced based on Rank (Rank*4), but you lose Rage equal to the damage reduced by this skill. If you have no Rage, this skill is automatically toggled off.

Justification:
Matador Demon Hunters are, with a few exceptions, Black Knight 2.0. They gain damage resistance to types of damage they have no business reducing (multihit guns, ice point greaves, phoenix talon, mad chop, and rapid kick all do 0), things that are 'unresistable' are shrugged off, and to top it all off, they have one of the most powerful offensive attacks of any tank class. Up to 300 unresistable dark damage with no scaling. Matador needs something to give it a better identity, so having Know No Pain leverage off of rage is a great way to let it still feel useful compared to Black Knight, but not strictly better 99% of the time.

3. Crashing Bull's damage scaling changed to Str + 15 + 5/10/15/20/25 unresistable Dark damage. If cast with 300 Rage, Crashing Bull will cost 50 more Rage to cast and strike the entire map.

Justification:
Adding a strength modifier to Crashing Bull makes it NOT entirely godawful. 40 damage tops? Seriously? There's a reason nobody uses Crashing Bull and Bellowing Stag, and it's because their damage is nonexistent. Adding a bonus for max rage helps it pull from the rage system, to incentivize not just using Retalliate.

4. Bellowing Stag now consumes 35% of your current rage energy for damage, instead of 15%. Furthermore, if Bellowing Stag is cast with 300 Rage, it will instead consume 70%.

Justification:
The only issue with this skill is the low damage. By upping the AoE capabilities of Matador, we can prevent it from being Retalliate: The class. If a Matador can get to max rage, it can unleash 210 unresistable AoE dark damage, which is very high for tank standards.

Overall these changes promote adaptability, which is a core theme to the class. When to toggle Know No Pain, when to save up for a heavy offense, etc.
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