I get that you guys want to improve summons but adding it to this tree seems random without some sort of scaling summon and even than no one uses the Palemaster Summon for a reason...summons either need their own enhancement points or their just a waste. (Actually arty/Druids need their pets enhancements migrating to the new style)
Originally Posted by Cordovan
"People are stupid; given proper motivation, almost anyone will believe almost anything. ... People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true." Terry Goodkind
Both seem like a viable call to me, however, if the glaive where to be implemented I'd rather see it as a shape that makes melee attacks + EB.
I'd say throw it in with enlightened as an option to the aura as currently the aura will be problem-matic with quests where CC is precious strikes are necessary. One that immediately comes to mind is let sleeping dust lie. Instead focusing the blast into a melee burst with the same trigger delay rate as the aura.
Alternative to that, function it much the same as the druids flame blade with options of summoning a two handed weapon, two weapons or a single weapon.
1. will that affect mithral medium armors? or will a mithral medium armor get the light armor hph/mrr just like it is getting the prr from a light armor right now?
2. immunity to knockdown? seems kinda broken
3. balance bonuses, when there is a immunity to knockdowns? actually balance is obsolete if you cannot get knocked down anymore, right?
4. 3d6 extra light damage that even scales with spellpower reads quite overpowered aswell. i'd tone that down to 1d4+1/2d4+3/3d4+5 with no scaling
or make it scale but only affect the blast, not blast+ melee/ranged
that are the 4 little things i noticed, overall this looks very balanced (aoe burst cooldown = cleave cooldown)
i guess the aoe light damage will scale with light spell power?
i'm a little confused what scales with what spellpower. some does scale with universal only (what is underwhelming?)
What is with the summon melee power. Summons die in 1 hit. So that 30 melee power is worthless. Don't bother with these unless you guys actually fix pets to not be useless.
This tree is crazy strong. I hope some of this actually makes it in game. Especially those aura bursts. Warlock is looking pretty sexy right now.
I agree although I'd like to see it work with ranged weapons too, I mean your base EB is a projectile it's not much of a stretch to imbue a Bolt, Arrow or thrown weapon.
ALso if not a base Lock shapes I think it would fit best in Soul Eater which oddly has some abilities that boost melee/ranged weapons when your 2 shapes (cone and Base EB) don't allow weapon use.
Basically you just "shape" you EB around the "killing" part of your weapon...easily shown with a purple aura around whatever weapon you have (similar to how Tensor's or Mage Armor give you that spikey purple armor for a couple of seconds)
Originally Posted by Cordovan
What about a multiselector toggle that added some form of damage to your melee or ranged weapon? Say, you could pick from several different types, like light, bane, or untyped. That would then be added to your basic attacks with weapons, like flaming, holy, etc. Maybe it could scale with a certain percentage of your spellpower.
I feel as if my feedback posts were entirely dismissed by the dev team at this point. As I keep pointing out, please consider my proposed change to your current design of Shape Vestments to help the skill scale into both epic levels and not require an enhancement repass for warlocks six months down the line.
I'm not a dev, but I can say that I went back to look at your proposal OOC. First, your proposal did not provide specifics as to what you were asking for.. You want to tie HP to the enhancement bonus of armor.. how do you want it implemented? How much HP per +?
Let us also look at other classes with HP boosts. Is your proposal approximately equivalent to them? How would you reconcile giving one class an ability that scales HP so much better than those other class options? Would the devs need to 'fix' every other enhancement that fits a certain criteria?
Don't take it personally, the Deve my not be ignoring you, they don't have time to directly respond to every post. They read the forums and take notes back to the Dev team for discussion. In fact I have not seen them respond to any suggested change with t definite, "it will be so". Just keep making suggestions, and if they like them they will use them.
Perhaps I didn't spell it out plainly, I went with the implied numbers of 10/20 as they gave. Tie this to the enhancement bonuses and you got the proposed 100/200 I gave. 10/20 per enhancement bonus. This scales in the same relative vein as the Defender Stances, however it tapers off as it based on the bonus of the armor opposed to an outright percentage of your maximum health. At lower levels this would appear stronger, but by epic levels this ability does not give the same amount of HP while atleast giving bonuses to remaining armored as a warlock. And certainly helps to alleviate the need of toughness and epic toughness on a melee centric enhancement tree.
It also is way stronger than a level 6 core should be, as well as more time consuming to code.
If you want more HP in epic levels, there are many sources of getting those. Not every ability should be 10x better at level 10, 20, or 30 as it is at level 1. Most abilities don't scale like that, especially passive statistical bonuses like this.
Rewards of Tribute gives (amonst other things) +1 Heal for 1 AP. There's no reason this should scale to +20 Heal at level 20.
Why should the HP bonus here be special and scale up to be 10x or more powerful than it is now (since this proposal actually goes beyond 200 and higher in the future, of course).
Yes, some abilities should scale somewhat. Not all of them should.
Well, the biggest issue is the simple fact it is a flat 10 or 20 depending on your armor. Comparatively to Warchanter in bard which gives a total of 75HP at cap. Tying the bonus to your armor's enchantment level reinforces the tabletop concept of Warlocks being skilled at imbuing and manipulating magical items. If my proposed scaling idea seems to generous then knock it down to 5/10 respectively. I'm simply trying to offer a way to make it more viable for a pure warlock in epics. Not every ability should scale as you put it, but at the same time not all of them should entirely be throw away abilities to progress further along the tree. (Not that I entirely think a bonus amount of HP is bad at all, simply make it a bit more appealing.) Or tie the bonus into warlock levels?
As to why? As I stated it reinforces the idea of warlocks being skilled at imbuing and manipulating magical items. It also gives a more benefitial HP buff to a tree that revolves around being in melee range of mobs. I don't know about you personally, but in Epic Elite I know 10/20HP is comparatively useless to 100/200HP and possibly more at the level cap of 30 with new armor.
Oh ok thanks for the clarification something Sev said maybe me think the contrary, still it sucks that Melee's can take the Aura to use weapons and EB but ranged characters can't really (technically they can but their ranged thus the aura wont be hitting much and are squishier than most melees so cant really stand toe to toe)
It honestly feels like every time something new is added Ranged characters always get the shaft and getting them a bone thrown is like pulling teeth (especially with the "RANGED IS OP, U R INVINCIBLE!!! crowd derailing any ranged improvement threads).
To be fair he only directly mentioned the shield but I assumed it was for brevity and since all weapons are "supressed" all off-hands would be too.
Last edited by Failedlegend; 05-22-2015 at 03:53 PM.
Originally Posted by Cordovan