02-23-2020, 02:57 PM
I really do not think the structure of this is very easy to understand, it feels like you're rambling quite a bit and not laying things out consistently. Layout gripes aside, though, I'll throw in my two cents:
Cleanse potion is a detriment to all status effects, so it's not a thing that solely benefits tanks. I do not believe it's the removal of statuses that keeps people from playing Arablest, as for some reason that class just doesn't get much love - even before cleanse potions and it being easier to remove the effect (which I think is balanced, buster cannon should not be a death sentence)
In that vein, I think it should be about smaller reductions in tankiness, not bigger ones. Ways to chip away at defense rather than invalidating it completely are ideal, because despite tanking being "out of control" it is very much not far in front of quite a few basic hit builds, and you need to be careful not to make those already super competent builds much better than they already are.
Things like acidity and burn. They're rarely used because of the lack of ways to inflict them. More fire abilities need access to burn for sure, as it feels much rarer than it needs to be. Looking at underworld flame, too, it really got shafted as an ability for hexers. I can stand for a buff to burn and more abilities having access to it. We have plenty of things using cinders that could just inflict burn instead, imo.
Kensei and VA also have ways of reducing armor, and Geldoren also exists. (admittedly locked behind autohits.). Give rogue a base class basic attack that reduces defense to give rogues more avenues to weaken tanks, base class rogue needs more love anyway. Ghost, I think, does not need more going for it so I'll refrain from suggesting for that at all.
And if they cleanse potion any of this stuff, just reinflict it. You can keep doing that, but they can't cleanse potion forever. And a lot of tanks won't have access to alternate, non-cleanse potion nulls.
Keep in mind that Dev did express wanting to reduce gains in defense from 1 per 1 to 0.8 per one, too. I think that's a bit extreme, personally, but if nothing else is enough that's my best suggestion. But don't turn something from too good to not advisable, because I think the state of tanks here is being overplayed.
Cleanse potion is a detriment to all status effects, so it's not a thing that solely benefits tanks. I do not believe it's the removal of statuses that keeps people from playing Arablest, as for some reason that class just doesn't get much love - even before cleanse potions and it being easier to remove the effect (which I think is balanced, buster cannon should not be a death sentence)
In that vein, I think it should be about smaller reductions in tankiness, not bigger ones. Ways to chip away at defense rather than invalidating it completely are ideal, because despite tanking being "out of control" it is very much not far in front of quite a few basic hit builds, and you need to be careful not to make those already super competent builds much better than they already are.
Things like acidity and burn. They're rarely used because of the lack of ways to inflict them. More fire abilities need access to burn for sure, as it feels much rarer than it needs to be. Looking at underworld flame, too, it really got shafted as an ability for hexers. I can stand for a buff to burn and more abilities having access to it. We have plenty of things using cinders that could just inflict burn instead, imo.
Kensei and VA also have ways of reducing armor, and Geldoren also exists. (admittedly locked behind autohits.). Give rogue a base class basic attack that reduces defense to give rogues more avenues to weaken tanks, base class rogue needs more love anyway. Ghost, I think, does not need more going for it so I'll refrain from suggesting for that at all.
And if they cleanse potion any of this stuff, just reinflict it. You can keep doing that, but they can't cleanse potion forever. And a lot of tanks won't have access to alternate, non-cleanse potion nulls.
Keep in mind that Dev did express wanting to reduce gains in defense from 1 per 1 to 0.8 per one, too. I think that's a bit extreme, personally, but if nothing else is enough that's my best suggestion. But don't turn something from too good to not advisable, because I think the state of tanks here is being overplayed.
![[Image: 400px-Nihilus%2C_the_Abyssal_Flame.gif]](https://shadowsofabaddon.wiki.gg/images/thumb/b/b9/Nihilus%2C_the_Abyssal_Flame.gif/400px-Nihilus%2C_the_Abyssal_Flame.gif)
Ending 145: Disappointed in Humanity