09-05-2019, 01:18 AM
Four or five people trying to push for different, specific changes to the class makes the contents of this thread pretty unactionable. It would be best to instead fall back to structuring the points of frustration and excess power (ratios on spells/skills, wraithguard, EI, synergies, etc) than to continue making detailed suggestions. Seeing as I also suggested changes, I'll try and summarize the points from my first post as succinctly as I can, and trim out the more controversial pieces, as well as those that aren't as important:
A lot of my qualms in the original post mention Duelist in general, but I won't draw that into this summary. There is room to argue that items like Tarnada, Bloody Palms, and Thunderhooves play a large role in creating these issues, but that needs to be its own discussion to avoid convoluted idea mixing.
I by no means want to imply I dislike the other suggested ideas. It just gets too hard to follow the main point of the thread, when half of it is different ideas of reworked skills. I'd rather have Dev make his own changes to address the issues themselves, than for the thread to die because there was too much noise to make proper sense of.
- The damage and range on autohits, especially the magic damage AoE spells, are much too high for their cost. This issue is accentuated by the fact that it forces people to build both Defense and Resistance to mitigate extreme spikes of damage from a Ghost. (Much like Eclair, but without the cooldown.)
- The fire-and-forget survivability offered by using Wraithguard before players have engaged one another is too efficient of a defensive tool. With proper positioning, even directly targeting it can be a momentum deficient trade. Failing to kill it after making this attempt can result in Gravestone immune-ing the 10 health spirit, exacerbating the issue. Excess damage absorption all but assures you're adding over 300 temporary health to your character by using this skill.
- Ether Invitation scaling the missing health damage with %increases like Criticals, Hunted, 1 vs 1, etc, makes the ability too powerful given that it no longer has any restrictions or damage limitations. Last chance no longer halts the use of this skill since Claret Call is not required, the cooldown is tiny, and the damage is enormous.
A lot of my qualms in the original post mention Duelist in general, but I won't draw that into this summary. There is room to argue that items like Tarnada, Bloody Palms, and Thunderhooves play a large role in creating these issues, but that needs to be its own discussion to avoid convoluted idea mixing.
I by no means want to imply I dislike the other suggested ideas. It just gets too hard to follow the main point of the thread, when half of it is different ideas of reworked skills. I'd rather have Dev make his own changes to address the issues themselves, than for the thread to die because there was too much noise to make proper sense of.