11-22-2019, 04:24 AM
Eternal Servitude, the new weapon that people are paying over 200k murai for. Clearly there is a reason its a very demanded item. Some people even paying up to 2000 asagos (20$ IRL directly) for one.
So why is this?
Certainly 120% scaling on a non tome weapon is nice, but that's not why its being used.
It has good power, but garbage accuracy unlike most polearms, but again not why its being used.
It has a PVE skill that's nice, more mercs means easier grinding afterall. But nobody cares about that.
The sheer issue is the invocation it gives.
Grants Skill: Adon Graxis - This Skill requires a Rank D Invocation (see Invocation talent for more details). Cannot be used before Round 2.
Unleashes pure darkeness on the battlefield, tainting all enemies with curses and knocking them down.
To summarize the list of absurd value it gives. For the price of 9 momentum you get:
On all hostiles:
Knockdown
-5 Str -5 Will -5 Skill -5 Cel -5 Def -5 Res
Unable to evade up to !!five!! attacks. (!! Hexer version is only three !!)
Unable to hit anyone with a basic for up to !!five!! attacks* (!!Normally requires hexer to be main class to use and normally is only for three!!)
The final two are basically insurmountable for most teams, negating entire classes and builds.
A very powerful invocation to be certain, and a huge value for one item to give. What's the drawback?
Nothing. Infact - You don't even have to slot hexer to make use of this. You get half of hexers skills for free as any class and two of them are BETTER than a hexer can do.
Now for the actual balance part. There are two ideas I've bounced around with people who have used it or seen it in action.
1. The most obvious solution in my mind, is to make it based on the casters current ranks in the skills or level one whichever is higher. Meaning if you aren't a hexer it will only apply the minimum duration and power of the curses while making it a valuable tool for actual hexers to use without making it useless for everyone else (The global knockdown on its own would be good enough, nevertheless fumble and masochism - note that fumble usually requires hexer mainclass to use at all.) - This would also in theory buff all the stat reductions to 6 and shorten the others to 3 max instead of 5
2. A less is more kind of change: Return it to 12 total momentum cost so that knockdown and the like are a viable counter to its casting and you can't use soul rage/boxer/fleur/etc to instant cast it. This wouldn't address its huge strengths, but would at-least tone it down a bit.
And there's a third more extreme option: Return the curses to its release state, meaning that they will pass whenever damage is dealt. So that its not always a good idea to use it in a team-fight since you'll be indirectly harming team members if you aren't careful. This fits the original theme in my mind as a unholy cursed staff of dominating enemies and allies alike and solves any balance issues instantly: Anything you're subjecting your enemies to aside from the knockdown can also end up being applied to your allies. If this path was chosen I would suggest making it a special version that /keeps/ swapping on damage.
In short: There is a reason this staff is currently selling for 20 USD / 200k Murai. Its not because its a balanced and unique weapon people want to build for. It has dominated entire team-fights easily and made one on one battles a joke for most builds. It definitely needs changed, either nerfed or given some drawback.
Note: Your entire team using cleanse pots is not a viable weakness or option.
So why is this?
Certainly 120% scaling on a non tome weapon is nice, but that's not why its being used.
It has good power, but garbage accuracy unlike most polearms, but again not why its being used.
It has a PVE skill that's nice, more mercs means easier grinding afterall. But nobody cares about that.
The sheer issue is the invocation it gives.
Grants Skill: Adon Graxis - This Skill requires a Rank D Invocation (see Invocation talent for more details). Cannot be used before Round 2.
Unleashes pure darkeness on the battlefield, tainting all enemies with curses and knocking them down.
To summarize the list of absurd value it gives. For the price of 9 momentum you get:
On all hostiles:
Knockdown
-5 Str -5 Will -5 Skill -5 Cel -5 Def -5 Res
Unable to evade up to !!five!! attacks. (!! Hexer version is only three !!)
Unable to hit anyone with a basic for up to !!five!! attacks* (!!Normally requires hexer to be main class to use and normally is only for three!!)
The final two are basically insurmountable for most teams, negating entire classes and builds.
A very powerful invocation to be certain, and a huge value for one item to give. What's the drawback?
Nothing. Infact - You don't even have to slot hexer to make use of this. You get half of hexers skills for free as any class and two of them are BETTER than a hexer can do.
Now for the actual balance part. There are two ideas I've bounced around with people who have used it or seen it in action.
1. The most obvious solution in my mind, is to make it based on the casters current ranks in the skills or level one whichever is higher. Meaning if you aren't a hexer it will only apply the minimum duration and power of the curses while making it a valuable tool for actual hexers to use without making it useless for everyone else (The global knockdown on its own would be good enough, nevertheless fumble and masochism - note that fumble usually requires hexer mainclass to use at all.) - This would also in theory buff all the stat reductions to 6 and shorten the others to 3 max instead of 5
2. A less is more kind of change: Return it to 12 total momentum cost so that knockdown and the like are a viable counter to its casting and you can't use soul rage/boxer/fleur/etc to instant cast it. This wouldn't address its huge strengths, but would at-least tone it down a bit.
And there's a third more extreme option: Return the curses to its release state, meaning that they will pass whenever damage is dealt. So that its not always a good idea to use it in a team-fight since you'll be indirectly harming team members if you aren't careful. This fits the original theme in my mind as a unholy cursed staff of dominating enemies and allies alike and solves any balance issues instantly: Anything you're subjecting your enemies to aside from the knockdown can also end up being applied to your allies. If this path was chosen I would suggest making it a special version that /keeps/ swapping on damage.
In short: There is a reason this staff is currently selling for 20 USD / 200k Murai. Its not because its a balanced and unique weapon people want to build for. It has dominated entire team-fights easily and made one on one battles a joke for most builds. It definitely needs changed, either nerfed or given some drawback.
Note: Your entire team using cleanse pots is not a viable weakness or option.