I've been playing this game off and on for many years and have enjoyed it throughout. I run a lot of past lives and content using builds I find fun or off-meta and thought I'd suggest some feedback on some classes/mechanics/etc that I think might bring some more variety into things.
1. TWF - I'm sure many agree but imo TWF feels very niche. Mainly because most of its good AoE options are locked behind Tempest T5. I know TWf is designed more for single target but it is a pain 1-20, especially 1-12. Even post 12 the cooldown on Dance of Death and the time between groups of mobs makes it odd to use effectively at times. So here are my ideas on improving it -
- Feat/Universal enhancement that allows TWF to Cleave with both weapons (still scaling with attack speed like normal cleve). Reduce offhand damage if it is too strong.
- Allow Whirlwind attack to hit 4x with TWF.
- Combat style/Feat/s that allow TWF to have a set % chance to proc strikes on nearby enemies, similar to old glancing blows.
- Remove Dance of Death from tempest and just make it a feat on its own and give tempest either a stronger version of it or a special cleave attack similar to paladin or eldritch knight.
2. SWF - This one also feels niche but honestly I like better at times than TWF mainly because it's pretty fluid to go from single target to spamming cleave/great cleave/ww quickly to reduce packs of mobs. It doesn't feel super strong in either category, but good in both which I think it fine in my opinion. The only improvements I can think of would be -
- Add imbue dice to SWF/ISWF/GSWF. +1 each. This would be to help offer something a bit more unique to build around with an attack speed focused build with SWF.
- Duelist stance feat, a more generic version of swashbuckling that works for any SWF weapon that adds .5W or 1W so long as you have nothing in your offhand. a way to give potentially more reward for the risk of losing a shield/orb.
3. Casters - They really feel like they need some sort of power reduction in heroics. I know a lot factors into this but 12-20 I don't know the last time I didn't just 1 shot everything in front of me on a caster. And even before 12 it is still quite strong. These thoughts might seem a bit extreme but its my opinion on making casters feel more fun and not just the flagship of every group -
- Reduce caster damage 50% across the board, but the power scaling begins returning around lvl 14/15 and by 20 youre back to your normal damage for epics. I think alot of the content 15+ has pretty good HP pools and you need to have some damage to not feel like a wet noodle and this would be the time to really start ramping it back up, but pre 14/15 should have a fairly sharp reduction as a lot of lower content has subpar HP.
- More immunities. now that casters can strip immunities (albeit usually only 1 mob at a time) I think it would add more viability for group play or using your lower damage off focus spells to compensate.
- Double mob resists - in lue of reducing damage, just increase elemental resists vs spells.
- Give DC casters more area options. Why would I focus on using Wail of the Banshee as my level 9, and kill 3 mobs over 3 seconds when a sorc, druid, fvs, cleric can just nuke 15 mobs at once and the fight is over. The risk/reward of DC casting is you can fail, and you do zero damage, unlike Evokers who are still doing damage on a fail for most mobs. Increase the number of mobs targeted by death spells substantially.
4. Monks - This may be personal opinion but monk feels in an odd spot, at least in heroics. Quarterstaff builds feel pretty good ultimately fall behind most other THF classes, including Rogue. Most of the fist options feel very dated and sluggish for such a fast class.On top of that Sacred Fist just feels like a better version of monk all around. Somethings I really like about monk though I think can be expanded on in some productive ways -
- Special attacks - I have always thought the special stances, attacks, and ki abilities were very unique to monk and were a selling point. However most of these are..meh. I think revamping a lot of their current strike moves and special abilities into things that are more "monkish" would greatly improve them. Incinerating wave is a good example of this and Ki explosion from Sacred Fist. Monk could have special cleave type attacks to compensate for being TWF, maybe a flurry of blows style assault that scales hits based off your Dex. A mini-version of Everything is Nothing that dazes mobs around you based on Wisdom and triggers your currently finisher on all mobs effected as a T5 ability.
5. Favored weapons - This one is simple and straight forward. I think this list should be expanded a bit to include a few more weapon types or allow more of the current ones to be used amongst other races. It feels very restrictive for so little gain given that the trees that really need this (Warpriest/Warsoul) are already underwhelming.
6. Hybrids - Eldritch knight, Artificer, Druid, and even Alchemist to an extent feel really nice as hybrid melee/caster style builds. However, Cleric/FVS and Bard feel very lacking in comparison. As ane EK for instance I can buff, mass CC, mass damage, get great cleave abilities, and can self heal very well. As a cleric/FvS I can heal myself or others, do okay spell damage, mediocre at best melee damage, and have subpar buffs compared to wiz/sorc. Bard is similar in that Warchanter and Swash feel dated and left behind. My ideas would be -
- Warpriest/Warsoul T5 Cleave should not require charges, just a flat cooldown. The T5 enhancement for +3 imbue dice on vorpal should just be +3 imbue dice and the damage change from fire to light happens on vorpal. A new cleave attack that does fire/light damage in an area similar to EK cleave.
- Bard warchanter should get a secondary cleave before T5 with a lower chance to freeze, a more difficult DC to freeze, or added imbue damage instead. The T5 freezing cleave feels okay, the cooldown does feel a bit long but I can see why given the potential. Warchanter should also get some sort of chant or shout that scales with melee power and damages/stuns enemies similar to Bear druid's Roar.
- Swashbuckler's crit profiles should all be considered insight/or untyped or just the threat or multi portion untyped. I think Competence restricts multiclass opportunities or forces you into staying pure with a subpar tree.
- Swashbuckler feels a little all over the place with a lot of "nice" quality of life stuff but none of it feels very valuable and all of it together feels kind of budget. I think some of the bonuses for shield/orb/offhand should be combined with other portions of the tree to make them more valuable. Also adding a little more depth to these three options as currently the biggest difference really feels like the 10% dodge vs 10% doublestrike. Which are both nice, but also nothing really exceptional. I think these options should flesh out more specific build types. Orb focusing on a true hybrid caster/melee. Empty offhand more damage. Shield more shield procs/shield bashing similar to vanguard. Runearm feels odd all around in my opinion, I think imbue dice would fit better with orb or offhand.
- Swashbuckler T5's all feel very underwhelming. Coup De Grace I think shoud be combined so the attack rolls a performance check to Fascinate/Dance/Etc and if successful rolls to kill instantly. Especially given it has a 20second cooldown I think combined the two actions would work better. Exploit weakness is okay but doesn't feel too exceptional, this is probably the best thing in T5 in my opinion. +5 damage while using precision is also underwhelming. This should also include 10-20 melee power and 5-10% doublestrike. Furthermore, some sort of rapid assault attack in T5 would be thematic. A multi thrust frontal cone attack that hits all enemies in front # of times based on dex or performance.
These are just my thoughts, I'm tired of writing now so i'm stopping here lol I enjoy playing regardless and will continue to do so, just dropping some input and things I've noticed and have personally felt lackluster or overpowered. Thanks!