View Full Version : Please improve the usability of the Bladesworn Transformation
PwnHammer40K
05-09-2011, 05:36 PM
The Warforged's Bladesworn Transformation, for Paladins/Favored Souls/Clerics, is probably the least practical Faith-based ability, mostly due to its long cooldown, which is made worse when you consider its downsides.
The buffs it provides are perfectly fine. Even the detrimental effects aren't so bad. That damned cooldown, however, renders it next to useless.
You might argue that it can provide extra DPS during a boss beatdown, but.. Do you really want to be immune to divine healing during a boss fight?
Does anyone ever actually even take that costly (4 AP) Enhancement other than out of curiosity? Even if you needed an Advanced Belief as part of the requirements for something else (i.e. Knight of the Chalice) you're better off with Unyielding Sovereignty.
PLEASE make one (or more) of the following changes:
Reduce the cooldown to 5 minutes instead of 10.
Reset the cooldown upon Resting, Death, and Quest Completion.
Increase the duration of the transformation, and make it cancelable.
Change it to a multi-tier Enhancement line, with increasing benefits and decreasing cooldowns at levels 6, 12, and 18. An interesting Racial-based complement to Class-based Prestiges, similar to Arcane Archer for H/Elves.
Introduce a new optional Enhancement line that lets us reduce the cooldown further, down to 2 minutes or even less if we wanted to invest the extra AP in. This should make for some interesting WF DPS builds which relied on the Transformation all the time, at the cost of being able to get any heals.
Thank you.
Seikojin
05-09-2011, 05:52 PM
I agree that it needs some help.
I think it should have a smaller cooldown, or use turn undeads and have a longer duration.
It should get stronger as your palidin goes up in levels. Or allow more tiers of it.
If you cannot be healed, then you should get some dr boosting (profane so it stacks) AC boosting (again profane), and elemental damage mitigation. I also think you should be immune to holds while in this mode.
ayondie
05-09-2011, 05:52 PM
I agree the cooldown is rediculous but the effect being useless I think not in VOD. For example if you are main tanking your not gonna be healed anyways. You will only get repaired. Yes it has its limited uses but when used right not useless. /not signed
Unfortunately, it's a pre-req for AoV II with WF.
The way I see it, it's a decent trade-off for the pewpew shoulder cannon and aura.
I think I've used it once for novelty and never touched it again.
Being able to cancel it like Dismiss rage would be quite useful.
fyrst.grok
05-09-2011, 06:14 PM
I agree the cooldown is rediculous but the effect being useless I think not in VOD. For example if you are main tanking your not gonna be healed anyways. You will only get repaired. Yes it has its limited uses but when used right not useless. /not signed
Never been in VOD with a wf tank getting repaired..
Fact is it's a useless enhancement for anything but a paladin VOD tank and now it's a requirement for the fvs evoker prestige..
/SIGNED!
I have a few threads on the subject as well.. Both the transformation (http://forums.ddo.com/showthread.php?t=307725) and the ridicolous fvs capstone (http://forums.ddo.com/showthread.php?t=316792) shield spell.
fyrst.grok
05-09-2011, 06:16 PM
I agree that it needs some help.
I think it should have a smaller cooldown, or use turn undeads and have a longer duration.
It should get stronger as your palidin goes up in levels. Or allow more tiers of it.
If you cannot be healed, then you should get some dr boosting (profane so it stacks) AC boosting (again profane), and elemental damage mitigation. I also think you should be immune to holds while in this mode.
Using turn undead attemps wont work for the fvs's :)
Like the DR idea or change the capstone to cure light wounds or at least add cannith pots similar to silver flame pots in the next update.
protokon
05-09-2011, 06:21 PM
the madstone-like affect that does not allow you to cast spells while it is active is acceptable. the 'immunity to divine healing' is a bit overkill for the small benefit it gives you. Even if it just made you resistant to divine healing (lowered your healing amp temporarily) would be better than just flat-out immune.
fyrst.grok
05-09-2011, 06:37 PM
the madstone-like affect that does not allow you to cast spells while it is active is acceptable. the 'immunity to divine healing' is a bit overkill for the small benefit it gives you. Even if it just made you resistant to divine healing (lowered your healing amp temporarily) would be better than just flat-out immune.
At least a toggle.. The way it is now it's attempted suicide and groupkill on a FVS/pally tank if the caster dies.
SiliconShadow
05-09-2011, 06:55 PM
I mean even the lord of blades himself can cast spells! He is a damned artificer..
/signed improove it so we can use it.
eulogy098
05-09-2011, 07:06 PM
1 charge per rest would be fine, and even then it would go largely unused due to the huge penalty.
In fact I suggest reducing the penalty to 50% healing, adding a 1 charge per rest reset, AND having it allow spellcasting but at half-speed or with a huge concentration penalty or some such.
fyrst.grok
05-10-2011, 05:29 PM
Somehow I find it odd that it comes with almost the same downsides as undead form for Pm, but nothing to make up for it..
Why not make it a toggle that cost spellpoints like said undead form?
WangoFett
05-11-2011, 06:27 PM
Bladesworn Transformation should be changed to allow one to toggle out of it if divine healing is needed urgently.
Leave the 100% divine healing penalty.
Add more classes that can repair and should have plenty of opportunity to do so (Artificer).
Perhaps reduce the cooldown to 5 minutes.
In my opinion.
wax_on_wax_off
05-11-2011, 07:27 PM
Utility wise I kept bladesworn around while leveling for quite a while as it was an excellent boost to use when I knew a beholder fight was coming up.
Antimagic stops healing so the only thing that mattered was that the beholder died before I did. Full BAB in particular and the other bonuses too made Bladesworn quite valuable for that.
Jeromio
05-12-2011, 07:12 AM
On my melee FVS, I find it to be a little bit useful when fighting the ship dummy. :D Apart from that, I never use it (was forced to take it to get my shoulder cannon).
It really is a waste of 4 enhancement points as it's currently implemented, and is in need of some dev love for improvement.
eulogy098
05-16-2011, 02:10 PM
What I would have liked out of the ability is to have it made much weaker but be more like a "toggle". Turn it on, it stays on until disabled. Can only be healed with repairs but have the power of bladesworn for as long as you like.
Obviously it would have to get a nerf to the bonuses it gives, but that would be my ideal for Bladesworn i think.
Bosco
05-16-2011, 03:26 PM
I also think you should be immune to holds while in this mode.
Only warforged can select this enhancement. Warforged are already immune to hold.
Jaid314
05-16-2011, 03:48 PM
we do know they're looking at tweaking tenser's (they've said so). maybe this will get some changes to make it a bit more viable as well.
muffinlad
05-16-2011, 07:30 PM
The use for this 4AP enhancement is very limited.
As is, lack of divine healing on people who use divine healing seems that if they were going to keep the enhancement as is, it should make the wielder immune to physical harm (90%)- Not magic- or Grant very high regin for a short period of time (non-divine) to reflect being an engine of destruction.
muffinjuggernaught
Seikojin
05-17-2011, 01:00 AM
I thought lay on hand worked while in this mode. If so, why is it an issue that you can't have others heal you when you can heal yourself?
Standal
05-17-2011, 01:11 AM
I thought lay on hand worked while in this mode. If so, why is it an issue that you can't have others heal you when you can heal yourself?
It's also an option for WF clerics/FVS. No LOH for them.
Not having played a WF paladin or with a repairing arcane, my idea of improving this enhancement on my FVS is to reduce the duration to 2s and extend the cooldown to 72 hours. That way if I accidentally trigger it, I won't be punished for long and I won't have the opportunity to make the same mistake for a while.
PwnHammer40K
05-17-2011, 04:10 AM
my idea of improving this enhancement on my FVS is to reduce the duration to 2s and extend the cooldown to 72 hours. That way if I accidentally trigger it, I won't be punished for long and I won't have the opportunity to make the same mistake for a while.lol
+repped ^^
FuzzyDuck81
05-17-2011, 04:20 AM
I only ever use this on my FvS when soloing - usually combined with the madstone boots, so i can have a "do or die" approach for a laugh.
A better approach for it would be to just remove the divine healing immunity & maybe give a flat 50% spell failure chance instead of inability to cast - since you can only use it once every 10mins it'd hardly be overpowered, but would be useful for dps contribution in large fights etc.
Dendrix
05-17-2011, 05:02 AM
The descriptions should be
Cost: 4AP
Effect: You are probably going to die from using this ability.
I never put it on a hotbar.
Failedlegend
05-23-2011, 09:27 AM
My Simple requests
- Allow us to dismiss it
- Shorten the Cooldown or make it key off Turn Undead uses w/ no cool down
Seikojin
05-23-2011, 04:50 PM
It's also an option for WF clerics/FVS. No LOH for them.
Not having played a WF paladin or with a repairing arcane, my idea of improving this enhancement on my FVS is to reduce the duration to 2s and extend the cooldown to 72 hours. That way if I accidentally trigger it, I won't be punished for long and I won't have the opportunity to make the same mistake for a while.
Actually, I went and did LOH on my wf pally in blade mode. It works fine.
Zuldar
05-23-2011, 05:03 PM
An alternative might be to have it grant temporary hp, say around somewhere around 50-100 per level. Might seem like a lot, but compared to the amount a cleric or favored soul could heal in the same time span it's a pittance. It would mitigate some of the survivability issues and even possibly serve as a panic button if you absolutely need the hp.
Failedlegend
05-23-2011, 09:37 PM
An alternative might be to have it grant temporary hp, say around somewhere around 50-100 per level. Might seem like a lot, but compared to the amount a cleric or favored soul could heal in the same time span it's a pittance. It would mitigate some of the survivability issues and even possibly serve as a panic button if you absolutely need the hp.
Only if any remaining temp HPs remaining purges when the ability ends...also 50 per lvl is a bit much thats 1000 Temp HP at lvl 20...maybe like 100-200ish total
Zuldar
05-24-2011, 11:11 AM
Only if any remaining temp HPs remaining purges when the ability ends...also 50 per lvl is a bit much thats 1000 Temp HP at lvl 20...maybe like 100-200ish total
It'd make sense for the temp hp to be removed at the end. It may seem like a lot of hp, but a cleric/fvs could easily heal almost 10k in the same time span with just the heal spell alone, so 1000hp for an ability on a 10 minute cooldown isn't completely unreasonable.
FuzzyDuck81
05-24-2011, 11:21 AM
Had an idea about this last night while messing around with it to test the blood rage effect on a crafted docent... Lorriks Shield (or is it leviks? cant remember atm) sometimes casts a Heal spell on the wielder when they're hit. Since part of what bladesworn does is to make you immune to divine healing, maybe have it have a chance of proccing a repair spell when hit?
Reconstruct would probably be overpowered considering its power and the haste effect, especially since you can get bladesworn at level 6, but maybe just a chance of proccing repair moderate/serious?
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