Signed. A million times signed.
Whilst I agree with most of what you wrote, I think we need to see this as basically a 'fix melee animal forms' pass. Seasons herald has essentially recieved a quality of life fix as another poster said earlier. Only the autumn leaves have me a little exicted - useful, not game breaking and flavourfull! Since we have only one tree to play with, a temp hp boost at T5 leaves me dissappointed. Core 3 improved shellilagh...erm, ok...???!? The mantles are still weighed pro-cold for some reason. The DC's based on school are still all over the place but I'm curious to see how the base spell modifications pan out (will probably help some but leave unused spells as it is now sadly). Essentially we gain one sla (which with the helpless issue sorted out doesnt need to be a sla!) and have varied defensive bonuses. It's a shame we'll still be laying down our aoe's or taking down our single target whilst the group has run off to the next encounter; feat spells (ruin, mass frog etc.) are the only ones that break that habit sadly. Oh well, missed opportunity imo but if they sort the animals out some should be happy anyway. I'll take the QofL I suppose...
<signed>
Although technically, you should be able to take THF feat (if you meet STR pre-req natch) in order to unlock all of the THF bonuses which require it like Mad Munitions etc. Which in theory should carry over to bear form. I meant to test that on my barb / druid bear build during the last preview but didn't have time.
But given that THF does nothing by itself in bear form, it's silly to force players to take that feat just to unlock other goodies. Particularly since melee druid builds are feat-starved already.
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
does the thief acrobat attack speed boost with qstaff work in wolf form?
Wiki dashboard with some useful stealthplay links. LONG LIVE STEALTH!
Proud Knight of the Silver Legion, Cannith: Saekee (main) and some others typically parked at some level to help guildies and other players
I'm failing to see any quality improvement in nerfing the tree. Giving me Feather Fall or SLAs I don't care about at all, while taking away my DCs & Spell Pen, is not an improvement to me.
If the pass really was just fixing the animals, I'd prefer that to the Season's Herald nerfs we're getting. But of course, that doesn't have to be the choice; they could just add whatever supposed quality of life improvements without nerfing existing abilities in SH.
Even if you love the other changes, where's the justification for the nerfs?
Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.
The fact that some builds like mine and Hjarki's had significantly higher strength than expected of a druid is why your build DCs got nerfed.
Last edited by Tilomere; 03-28-2018 at 11:39 AM.
Boo, no more wand and scroll mastery.
When you do this attack, you disengage from combat and stop attacking. You cannot perform any combat actions until you move your character. To setup, build a druid with enough points for this enhancement and be in wolf form.
Repro:
1. Hold the attack key down to start swinging.
2. Press the hotkey button for the Ghost Wolf Pack
3. Observe the behavior after the attack animation ends
4. Press the hotkey for any other attack ability, observe the results
5. Press the attack key and observe the results
6. Move the character then repeat step 4 or 5, observing the results.
7. Repeat step 2 when able, and then attempt steps 3 - 5
Expected:
After the cool ghost wolf attack animation has started, the character should continue attacking and being able to use abilities.
Actual:
After the pack appears, the character stands still and combat actions cannot be executed.
Note:
The inability to attack lasted until I moved, I could not use ghost wolf again, until moving either. It looks like some mechanic related to going into incorp.
Bug template! QA is here for you.
How random DD is
how to handle this random, anywhere
Sarlona: Seikojin, Toy
Last edited by SerPounce; 03-28-2018 at 12:16 PM.
Sabbathiel/Sabathal/Sabath-1
Sarlona
KTA is not applying the DC boost to druid abilities at the moment - the number does not change when KTA is active.
~Sarlona~Maelodic - Soundblaster| | Kinsys - Cookie Cutter Monk
So with my last post and review I dug into the issues with bear with a heavy emphasis on DPS and sustainability. I think rather than make a 5 paragraph run on block of text about defenses it'd be better if I gave a proposed revamp of the Nature's Protector tree and feedback as to why I believe these changes would be better. My feedback is in Orange to run counter to the changes in this preview which were Teal.
1. This change is to give bear druid tanks the bump they lose in PRR now that Shield Mastery is officially not a wildshape compatible ability. Where as Nature's Fury distinguishes further changes in the tree to facilitate the dual-identity crisis of the tree and further pushes Tank vs DPS into more refined roles. These are to be two seperate defensive stances. The only difference being that Nature's Protector remains the same as now with the additional 20PRR and Nature's Fury stands to be a DPS stance with less hate gain/aggro management.
2. This change is to give a more 'beneficial' core at level 6. This helps mirror Barbarians (Ravager's Pain Touch/Frenzied's Frenzy) and reintroduces the blunt damage breaker portion of bear form. It also moves Heavy Armor profiency to T2, better aiding caster druid splashes as it's tucked into Thick Hide. (Net gain difference 11AP vs the new 8AP cost)
3. This change is due to the fact Tremor is unlocked at druid level 11. The original position of Big Bear made it useless for splash builds and worse for pure builds. Placing it here gives the smaller barbarian splashed builds a break, helps bear druids along earlier, and leaves room for more substantial bonuses for pure druids at level 18.
4. The idea for this change was to take a bit from the rules of size modifiers and use it for an unique effect. The range increase should only be about as far Dark Imbuement from Shadow Dancer, though I'd argue a bit shorter is fine. You also build upon the damage proc in the Core 6 and round off with a bonus similar to the druid spell Rising Fury, but one that doesn't need to be cast. Or perhaps this should just provide a permanent Rising Fury spell effect.
5. Just a small flavorful change. Adds more CC to bears without being too powerful.
6. This is an obvious change to myself. If we can now have Destruction Domain, there's no reason to prevent a raging druid from casting their own spells. Particularly heals. If you want to penalize DPS casting then add a DC hit similar to Tenser's. Additionally by tying the timer bonus to the DPS stance you solve the desire for longer rage.
7. This change is based on the slight annoyance of gaining and maintaining stacks for the use of Savage Roar, while increasing the cap for both damage purposes and a new T4 ability.
8. Again a small quality of life change for the DPS stance. This puts the bear at 45% glancing blows, 5% below Greater Two Handed Fighting and 15% below barbarians.
9. Already touched this one, but merely a reshuffling of the Heavy Armor proficiency to match the Core 6 change.
10. This change is to give a bit more survivability to a raging bear. Not as powerful as Blood Strength or I Like Pain but a small thematic boost.
11. Changing the damage to better scale based on my observations from both Lamannia previews. Clarified that it only removes 3 stacks of Killer Instinct due to the new T4 ability.
12. Removed the MRR bonus to instead have a Strength option. There was already an overkill of MRR in the tree.
13. This is just movement of the original 5% attack speed from Big Bear at core 18.
14. The heal. I wanted to see something more similar to One Spirit from Occult Slayer to replace the mess that is Spirit Renewal. I decided ultimately that with the change to being able to cast spells while raged, that this doesn't need to be neither a T5 nor super powerful. At a pure base of 200HP before melee power this will work in all heroic levels as a solid panic heal. It'll continue to work in epics as well. With the melee power scaling it should last until legendary. Once you reach Reaper it diminishes a bit, but becomes another good panic/top off ability. It also keeps the heal's usefulness tied to primal classes. With the Wilderness lore use barbarian splashes benefit.
Last edited by edrein; 03-29-2018 at 02:20 PM.
New round of bugs:
- Confirmed Dethek Runestone does not stack with any weapon that has Impact, Keen, etc. If it adds +W then Dethek Runestone will only provide +1W. This also includes Vistani Deadly Blades.
- Vistani Single Dagger no longer works with wildshape forms at all. However, Vistani Double Daggers applies the 20% offhand chance. As does Aasimar Scourge's past life offhand doublestrike.
- Big Bear erroneously states it still gives the 5-8 damage and scales 300% with melee power. (I was hoping that was true!)
- Confront Any Foe and Strike Down still have animation/activation issues in bear form. If you move Strike Down will miss no matter what and Confront Any Foe seems to freeze up and delays about 2-3 seconds before delivering damage. Strike Down also removes momentum/stops you in place similar to the bug with Battle Engineer attacks.
- Unyielding Sentinel's Smite Evil has a damage delay in bear form.
- Cleave and Great Cleave in bear form use a forced animation which breaks attack flow substantially compared to cleaving non-wildshaped.
- The cleave animation problem is worse while moving as it performs a long wind-up leap.
- Great Cleave seems to be doublestriking/hitting twice. Figured this out. Only occurs when no mainhand item is equipped.
- Great Maul is currently broken and doesn't deal damage.
Last edited by edrein; 03-28-2018 at 02:16 PM.
Additional suggestions:
Beyond reworking the DCs to actually be functional in content beyond normal as pointed out several times over. There still needs to be a reduction in the cooldown on animal form spells.
It takes way too long to use the animal attacks in comparison to every other clickie-heavy class combo out there. This wouldn't be bad if it wasn't for adding mechanics like Killer Instinct that requires maintaining stacks.
The animal attacks don't proc Arcane Warrior which is a huge oversight. Well, they proc the spell power portion not the melee power portion as if they were normal melee attacks.
I'd also suggest changing the bear form attacks to be cleaves.
Maul should work on par with normal cleave, Shred could function as Great Cleave. Allow Great Maul to work as a great cleave as well if possible. Tremor is now working as an AoE attack so that's fine.
Just dropping in to thank you for all the feedback and bug reports. We haven't had time to post much because are very busy fixing things and getting the dungeons ready for this update.
I confess we are behind on bear issues somewhat and haven't had time to re-evaluate some enhancements in view of feedback. That should change soon.
We should have more progress there by next week.
Clarify a few things...
1> Innate attack DCs - The whole use wilderness lore thing had some problems which made us "reset" them as it were. They're not final and we're evaluating what to boost.
2> Beast Rage duration wasn't nerfed as far as I can tell.... (not sure where that 40 seconds came from, maybe an old preview post?) Anyway... that whole line is getting reviewed, as is renewed spirit.
-T
Seems the nature's protector stance is buggy. Tier 1 stance improvement adds 50% threat regardless of what you actually choose (saves or prr/mrr). Tier 2 only gives prr/mrr and tier 3 gives the saves.
That's good news to hear, I hope my proposal will be highly considered.
But seriously. One Dagger: Can we please get this to work with offhands beyond just runearms? Even if it won't work for druids. Swashbucklers could use it, as could anyone running an orb. (Although I'd love for it to work as I want a good reason to wear my Dethek Runestone assuming the stacking +W bonuses get fixed.)
And take your time on druids. I cannot emphasize this enough. Everyone both ingame and on the forums would rather you take the extra time to get this right rather than push out a half baked buggy 'pass' to coincide with U38s initial release.