I think it's time to go over each spec and look at what modifiers need changing. I'll give one idea per spec as a starting point.
BC -
Solid spec, has good light modifiers, and good scaling on head and chest. Biggest weakness is if the target just camps parry on head and chest, they can have some issues.
- Add mutilatedarms at crit. Would give another bodypart that's worth building wounds on and helps directly bypass parry and hinder when achieved.
BM -
In a poor place. The lock is too difficult to achieve, and it has low hindering until crit legs. Poisons are too inconsistent even with all the poison buffs.
- Move damagedorgans to heavy and change the effect to: Poison shrugging is 0. And a buff specifically to BM, all attacks on a target with damagedorgans have poisons rub off chance be 100%. Would increase consistency, give a purpose to gut wounds, and make Eviscerate a bit more achievable.
Cav -
Solid spec. Good hinder on multiple bodyparts and two viable instakills, and Maul especially is hard to parry against, though it requires more wounds. Guard is overly strong in 1v1, adding a ton of extra wounds.
- Remove the extra wounds aspect of Guard, or remove Guard self.
PB/AL -
These specs are really similar. Damage vs bleed is a wash. Both have heavy mutilates. Execute is easier, but Exsanguinate should be doable with the report. I think AL is a bit stronger overall.
- Add anorexia to the slitthroat modifier. This would help make damagedthroat actually stick the afflictions you want (paralysis or haemophilia primarily).
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I also would love the option to amputate again, with regards to ways of raising bleed levels and help hindering stick.
Plus there's always the comedy value of beating someone to death with their own limbs but I digress.
In truth, I'd like to revisit this discussion after the various existing changes that are yet to be implemented or currently on the report list approval. I don't want to overbuff pureblade, just make it competitive.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Ok I'm just going to list a bunch of stuff I had thought about before.
Bonecrusher:
Bonecrusher suffers heavily against people who can parry half decently due to it not being about to draw peoples parry away from the chest or head. Bonecrusher needs some dangerous afflictions somewhere other than the head and chest.
For example make smashleg at critical legs do a lot of damage and bruising or give the mutilate legs at critical.
Bonecrushers instant kill is the easiest instant kill to do in group combat but its very clunky and reliant on random luck solo, unless you happen to have a 4 balance buff which is unobtainable by average warriors(Unless your stag or heavily artifacted) The bonecrusher instant kill is sort of semi-locked behind an artifact or rng gate at the moment. Even if I have critical wounds on every body part against a warrior without a 4+ balance buff and the right weapons I can avoid a brain bash the majority of the time unless a beast spit manages to hit me.
On the other hand bring brain bash to the group and it requires less wounds and less set up than any other warrior instant kill.
Brainbash should probably be made easier and more reliable to do in one on one and harder to do in the group.
Pureblade and Axelord are good specs now. Well Pureblade's instant kill is impossible one on one but that will be fixed with the upcoming report.
Axelord and Pureblade(after the pureblade fix) will kill in exactly the same ways, build on legs for threat and chest/gut/head for axelord and gut/chest for Pureblade for the kill.
Axelord needs 5 power and 145 wounds min to kill. Pureblade needs three power and 150 wounds min to kill.
Pureblade gets a timed instant kill which has utility use.
Axelord gets anti prismatic. (I want to say give anti-prismatic to every warrior, take it out of axelord and make it an atheletic skill.) A way to break prismatic barriers is something I feel all warriors should have right now, its way way to easy for a non warrior to just pop prism and sit there healing up a lot of wound progress now.
I'm finding the only hindering I want to do or need to do is mutilates which both specs can get a few combos into the fight. These two hander specs have decent hindrance already with mutilate legs.
Then for group Pureblade has twist which is amazing and Axelord has OpenCavity which is also amazing.
Give Blademaster damagedarms, that'll give it the hindering it needs to do well early on. It's instant kill could probally do with being tweaked but its still possible to get.
I really really want to point out that all the one handed specs are so much weaker than all the two handed specs due to the difference in wound levels. I really think that people have been hugely overestimating that one handers can give 2 afflictions and the chance for 2 poison.
I honestly think that you could buff the one handers to do the same wounding levels as two handers and that would be fine, maybe with a few tweaks though. Two handers get better afflictions than one handers earlier so even if they had the same wounding output you'd see still a difference in affliction output.
A lot of changes are incoming, lets wait and see.
At the least, I'd suggest thinking about what the point and goal of BM is and helping present that concept better - coming from other IRE games, I read about BM when picking specs and it really sounded like it was a standard speed/vknight spec, so it was jarring to see it in action. This is more of a cosmetic/meta suggestion, perhaps.
All Lusternia warriors operate in the same fundamental manner to build wounds to get to their instant kill. Poisons and afflictions are just what they use to help get to that goal.
They also get a sort of side damage plan for group combat I guess as well.
So then you'd only need heavy head for the lock, at the cost of some power and wounds buildup.
Being able to lock reliably at just heavy wounds would be very powerful.
If you can start throwing out green locks at just heavy wounds then you'll be able to sort of spam it after the first few combos in group fights a bit too easily.
Im kinda also a little bit dubious about remiss and asthma as well what with all the all the easy aeon in group fights.
If it should be crit, then that's basically what we have now (two heavy ~ one crit), but the poison rng makes it unreliable. Adding slickness and anorexia to remiss makes it reliable. But then I think we start getting into the issue of whether it's worth it at all. The lock isn't a kill by itself, and using remiss for it is pretty negative on wounds unless it sticks a long while.
Only things that effect wound building are Balance speeds (3.5s vs pre-overhaul average of 2s due to high Precision from Tempers and stat runes, plus Aslaran balance buff which was why everyone was bottlenecked into Aslaran and why the Overhaul was so necessary), and Power. Which of course bottlenecks Warriors into Lucidians now, since they have the highest rate of Power Regen if they have that expensive artifact for Demi+. 1p/10s with nontrans Discipline, 1p/8s with trans, 1p/6s if also Lucidian with trans Discipline. Thanks to the loss of Calcise/Dendroxin, and the fact there are so few Ice balance consuming warrior modifiers save broken/mangled limbs (which save for Cavalier, do nothing to directly help the kill method timer hardcoded by requirements at the wound levels they are)...so if you try to do an affliction modifier and it's NOT ice based, you've wasted precious time and taken away from Wounding pressure.
Unsure if the goal is actually to hardcode in minimum times to kills exceeding a minute or two, but that's the situation as it currently stands. 3.5s per swing, and wound cure rates of 4wounds/1s...and that's without hinders, parry, being taken from the room/target leaving, prismatic shield going up to negate ALL wounds before it drops to reset the timer by losing the Warrior all the Power spent to that point, etc being taken into account.
Still want to play with that on live before making any further suggestions to the spec, I've a few ideas on ways to improve PB but any further additions may not be necessary.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
So for ten power your still getting a ton of defense and also forcing the enemy to use all their power to half counter it.
EDIT: Just warriors need to be attacking fairly constantly to maintain wounding build up. Anything that can stop a warrior attacking for a good length of time or force the warrior to have to run for significant amounts of time is a big balance issue for warriors.
You hack, takes normal warrior balance to remove it. So you get Serpent for 3-3.5ish seconds. Then you get an attack or two in depending on your speed and serpent pops up again and you hack again right?
Hmm thats not a bad idea though, give athletics like an ability that allows warriors to bypass prism themselves for x amount of seconds for x power.
Edit: Goddamn autocorrect.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!