
Originally Posted by
Malusny
According to the current lamania testing, it seems that the THF has been pushed down from 3.0 to 2.0x ability modifier (that was before the strikethrough chances were implemented). So I believe that is a too big of a step back. Please keep in mind that overall the ranged builds have an upper hand in reaper due to the fact that they don't need to take damage so much from mobs and they can run/shoot and they shoot well before the mobs are aware of them.
Since the casters and alchemists are getting a nerf (spellpower enhancement fix) and THF gets a nerf in ability to damage from 3.0 DOWN TO 2.0 (which is huge in my opnion, not like people say 2.5 but 2.0!!!) the winners of this update will be all kind of ranged build throwers who will only run/shoot.
That will push the melee builds behind again.
If you have to nerf THF then please do it but not from 3.0 all the way down to 2.0 ability mod. That is clearly too much. Some people say it is only down to 2.5 but according to what you wrote and according to what we tested in lamania , it is 2.0 so it is going to be exactly like before the strikethrough changes! Really?? That's like almost going back to darkages of melee builds for Two-handers.
I would suggest lowering it down because that nerf is probably needed indeed but please don't make THF worthless again. Nobody will play them if they won't be able to kill. And if you look how players play nowdays, you will notice that more and more often people make thrower builds, either star or dagger throwers that kill everything and produce the highest dps in the game right now... while they can stay back and not even get hit once.
I would suggest maybe additional feat for THF that would cost them to get more ability % to damage but if you take it down just as much as it was before, nobody will play it anymore again when there is a better option to make something that kills from distance.
If you want to boost/balance the SWF and TWF then give them a boost as much as needed to match up other fighting styles and I think they surely need that. But if you look closely that will work only for Wolves, Bears and Bards.
Vanguard is unplayable anyway, even if you boost a few things. In reaper it will always be other builds that shine for a very simple reason - everyone has to specialize in whatever their builds are supposed to be good at. We all know it is impossible to be versatile (a bit of defense and a bit of attack). In reaper it is either that you kill a monsters quick or the mobs kill you after 2-3 hits. So no reason to build something that will survive one additional hit in reaper - better to build a tank right away and have the shooters take care of the target - therefore vanguard is going to be a choice only for those who are not playing reaper difficulty. At the same time Vanguard will be not strong enough for the purposes of tanking because it is not more survivable than SWF builds or even THF builds , so why make a shieldbasher when a SWF can still hit faster and harder and have the same defenses?
Strikethrough will not work for Vanguard's shield so that shield dmg is only single target and frankly, despite all your efforts to make the shield a very hard hitting, it is only 1 hit FLAT per second and cannot be sped up because the shield bash is not effected by any speed boosts or anything. There is absolutely no point making it.
Maybe if you've made the shield also able to strikethrough...
Or something like the each type of shield would have a seperate additional bonus to strikethrough - so for example - each shield feat would allow also a certain % for certain shields so small shields would get , idk 30% , large -40% , tower 50% per feat, so with 3 feats it the shield would be able to strikethrough for max 150% and in vanguard tree you would give something to make the shield have additional strikethrough - then the Vanguard build might be an interesting choice again. Or you could reduce the cooldown on the stunning shield and other shield special enhancements. That would make it probably usable... like the shield rush is 30seconds, stunning shield is 30 seconds....
If you want to revive the vanguard then please make it really on par with other classes that deal 3 TIMES more damage and are pretty much on par in defense.
As far as it is now, ranged throwers will be OP and the game will look like that.. a tank goes in, takes mobs on his chest... and in the meantime casters will hold mobs and ranged builds will kill everthing.
I do believe that balancing is a very hard thing for you to do and once every several months you are trying to give one style a boost and take away something from others to maintain a form of balance but at the same time going back to "darkages" with THF is a step too far back imo.
Sorry for so much information , I know it is a lot of loose info but maybe you can consider some of it useful. Cheers.