New Skills:
Relentless - Offense (Lvl 2000)+0.15% per point of Damage is transferred to Attack (casting level can be adjusted from your Preferences)Aegis Shield - Defense (Lvl 2000)+0.15% per point of Defense is transferred to Armor (casting level can be adjusted from your Preferences)Avenger - Offense (Lvl 4000)+0.03% per point boost to Attack when an opponent hits you (Max 5)Stalwart Heart - Defense (Lvl 4500)+0.03% chance per point boost to Armor when an opponent hits you (Maximum number of boosts: 5)The following skills will also become available on the Player Skill Tree:Allied Frenzy - Defense (Lvl 3500)Increases the level range that Assist works by +1 level per pointGuild Berserker - Offense (Lvl 3500)Increase the effectiveness of First Strike, Nullify, and Breaker in GVG OnlyGambler - Special (Lvl 3500)+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combatHealer - Defense (Lvl 4000)+0.01% per point chance that players health will fully restore after any given combat round
The Daily Quest Reroll is fantastic; while I haven't used it too much aside from my daily freebie to see if I can test my luck, having the option to keep going if I wanted to attempt for a better reward is a huge benefit.
Now for the buffs...
Healer being added to the skill tree has been great; a slightly lower level but more readily accessible version of the composed-only buff is nothing short of a welcomed add.
Guild Berserker is a head scratcher of sorts - at level 203, it invalidates the previously composed-only buff of level 70 (level 81 post Zombie Brew Distilled). Is there another composing update planned to get this potion level up to ~350 or so? Just so that it isn't dead in the composing tree here?
Allied Frenzy - this is an "oof." Not for this one by itself, but because "Assist," the buff it builds upon is dead in its current state. It goes unused as it's much easier to get optimal stats against creatures by oneself than to rely on a chance to add 50% from an ally. If "Assist" ever gets a change, I could see Allied Frenzy getting use, but, unfortunately, this one was dead on arrival.
While I've never (and still am not) an advocate for "% chance to..." buffs, Gambler has been interesting from what I've been able to experiment with. The potential to triple a stat has been funny in some instances, as basti pointed out, but other times it's left me in a hole, stat-wise.
Note: Please no more "% chance" buffs. The ones we have in-game currently are detrimental to fun, competitive gameplay as-is. Adding more of these buffs only compounds issues that are already present.
As for the four brand new buffs that came along, absolutely well done on ALL of them. All four have viable use and some even help the ever-lacking "Armor" setups against the defense-heavy "meta" that we constantly see everyone dressed in for offline use now. A few more tweaks, and armor sets could likely be just as viable as defense sets. We're almost there, but there are a couple of buffs existing currently that could use minor changes to help bring balance back to the wearing of offline sets.
What are the plans for future buff balances? Is this the appropriate thread for presenting feedback and potential changes to preexisting buffs as well?
Overall, most well done on the buffs here!
- Maehdros likes this