07-27-2016, 08:56 PM
Just because of how core Fleur is to an entire archetype of fighting, it honestly seems to be an act of futility to try and rework it. I could type up a wall, but I think the most succinct way to address this is to list everything out as if the skill was removed entirely.
Byproducts of not having Fleur
Nobody will disagree that it's one of the most powerful passives in the game for appropriate characters, but trying to keep duelist relevant after a sweeping change to Fleur is more likely to result in them being in a terrible or horrendously overpowered spot than anything else. Everything up to this point has been balanced around Fleur, replacing that will stir up a maelstrom of threads on Balance Fu. Instead, attention should be turned to improving accessibility to critical evade.
Byproducts of not having Fleur
- Duelists do far less damage.
- Everyone but Verglas and Reaver DH has 2 attacks per turn; less of a disadvantage to rely solely on autohits. More autohits means everyone continues the trend of tanking up.
- Limiting momentum economy for duelists results in 'approach' being even more important. If I walk up and attack first, I only get to attack once. My enemy can retaliate with twice that. I'm going to wait here and not walk up.
- By extension of the previous point, knockdown becomes even more powerful. Knockdown is already very powerful.
- 2 momentum skills become far less useful if default criticals are changed as well.
Nobody will disagree that it's one of the most powerful passives in the game for appropriate characters, but trying to keep duelist relevant after a sweeping change to Fleur is more likely to result in them being in a terrible or horrendously overpowered spot than anything else. Everything up to this point has been balanced around Fleur, replacing that will stir up a maelstrom of threads on Balance Fu. Instead, attention should be turned to improving accessibility to critical evade.