Druid has ~3400 OA and 65% crit dmg for 100% time vs Warlord has 3300 OA with Ascension buff (not 100% time) and 30% crit dmg
Druid has 120% RR to lightning (main damage in the build) vs Warlord has 110% RR to phys
Both clear Cruci in 7 minute, it means they have the same DPS. How it’s even possible? But furthemore, Warlord is increadibly tanky and achieved 86 lvl of SR. Druid is kind of glass cannon, but I’m not sure about “Cannon”.
It’s horrible that there are such gaps between this masteries. I think you agree that Arcanist should be much stronger then it is now
What can be changed?
Add -15% elem RR to Nullification - Arcanist is the only mastery without any good RR;
Remove Maiven’s Sphere damage penalty - Arcanist doesn’t have that much damage to deserve the penalty;
Add flat absorbtion to Arcane Will starting from 60 +10/skillpoint
Sligthly increase damage of all skills
Increase rate of fall for TSS
Add more stat “Increased healing effects” and “Increased health regeneration” to caster’s gear
Personally I like your thoughts but doubt they will do such good things to arcanists!
I can live without any RR, I doubt they will put RR on arcanist in any form. Gear RR implementation is another story though.
Removing damage penalty in MS is a must though, its about time .:rolleyes:
I wished that arcane will proc more, so I suggest upping the threshold at a reasonable 75-80%. at least, but adding flat absorb is a blast shield copycat so it will be a nope in their eyes, i think?
Faster TSS seems okay but to me tss seems decent enough. slightly more damage to it seems reasonable. I still dont like the visual of tss despite the color changes it will soon get but still looks kinda meh.:eek:
well, neither does Oathkeeper need that RR so badly, it still has it on passives. Adding flat (nonstacking / Type A) RR onto a skill isn’t all that useful anymore now that Revenant gives exactly that, so aether won’t be forced to get manticore.
It isn’t just arcanist. Many class combo/playstyles/builds suffer similar problem of being outperformed by some tankier build that clears content much easier and just as fast.
Power creep is going too far. I don’t think buffs to damage is the right way to proceed. As crucible times start going very low (like sub 7 mins) the difficulty of it gets much easier because things die so fast the risk of death becomes much lower. I don’t even like the 7 minute benchmark myself because even that reduces risk too much. Older game content difficulty is also being left behind as the creep continues. The scenario of constant balance cycles because of never ending creep is a pure waste of dev time and needs to be avoided.
The biggest balance issue is the defence gap. Casters and lower armor builds have been left behind in FG. Buffing damage of shields, tanks and retal with 0 consideration of other play-styles made other play-styles much weaker (in the relative sense). The argument that some builds are better suited to SR rather than crucible seems false; those tanky builds can perform just as well in crucible with lower risk of death. Tankier builds have it too easy now, the only real risk of death ends up being the most extreme end-game content. With the rewards of SR being adjusted to be rewarding at lower levels, this will mask the underlying problem. However, the playerbase could simply accept that certain play-styles are much less viable for the most important end-game activities (farming), but still viable at least, rather than ask for balance changes.
Yeah. I don’t like the direction FG took though. Buffing damage of shield user, retal and/or tanks came at 0 cost, they still have just as much defence as they did pre FG (if not more now because of other changes like bloodied crystal, consecration etc). They kill faster than pre-FG and so don’t need to tank multiple monsters for long periods of time anymore. Buffing all other playstyle defenses as compensation will only make older content further behind in difficulty. Best solution I think is nerfing armor, flat damage absorb of obelisk, shield blocks etc. these are only reasonable imo.
When older content becomes too easy people only ask for more monster damage. And so the balance requests continue
Nope, Nullification has a long CD and attaching it to a skill like this makes it border line useless. An Elementalist has great RR but on 2 really slow/clunky skills so performance is far from optimal.
Agreed
Nope. Don’t think this would balance anything to be honest. Again let’s compare your druid to a lightning based elementalist. Yep now all of a sudden your druid is too strong.
shrugs shoulders I’m indifferent on this suggestion. Couldn’t care if they added it or not.
I honestly feel you’re jumping the gun. Toning down Warlords has already been suggested. Making an already high performing build even stronger is not a step towards balance.
Yep, there are just 3400 OA, 65% crit dmg and lots of dmg procs. That would be strange if this Druid was weak. And even with such stats and good AoE Druid doesn’t outperform most of the melees with much lower offensive stats
I did this thread with Druid example 'cause I know this build. The same comparison is relevant for Elementalist/Battlemage
I love mages in RPG games and often they are OP,but here Arcanist is not damage machine,one can argue that they are too weak even.RR is recommended,Nullification has too high CD,maybe on Inferno is better?Also the suggestion from the other topic about maiven makes sense.We will se how AAR is gonna be changed in next patch,AAR+Devastation can bring some of the glory for aether binder.
I like most suggestions in this thread, but haven’t seen this one yet: change inferno’s RR to all RR instead of phys RR and increase values to 25 (softcap) / 35 (hardcap) to be in line with BWC’s agonizing flames. It’s a super easy change for them to implement, too.
Nullification is not a debuff, it can’t have -X% RR type.
I suggested making something like Spectral Wrath on some of the arcanist auras, but had no luck
Arcanist mastery lacks of RR (% RR in particular) and not only for elemental damage. The nullification is not good choice due to high CD. If I remember correct Arcanist’s skills mechanic does not allow to grant % RR to the skills except OFF.
It’s not bad, but any melee build with 3500 OA and 65% crit dmg cam make it faster. I gave a comparison between S&B Warlord and Trozan Druid. It’s convinient to ignore this, yep?
Playing melee build now is like “facetank and kill everything with no sweat”. Playing casters is like “paying attention to enemies, kiting and prob you get the same results, have a luck”