Howdy friends! Happy Thursday morning
I've been gathering up a ton of feedback and I wanted to take some time to write up what I've gleaned from you fine folks so far. Note that this is not an exhaustive list, and also note that (given that this is the Shadowdancer thread) it's going to be centered on stuff that directly relates to Shadowdancer. These are also in no particular order
1: Meld is way too strong! This leads me to point 2.
2: Meld is way too weak! Hey, hey, put down those pitchforks, let me explain!! It feels like we were right on the money on making Meld a defensive martial spender. In practice, you trade Charges for defensive ability, and with careful play, you can even keep it up 100% of the time at a moderate magnitude. That's rad, and I don't want to change it. The problem is that this tree is half Arcane - and Meld doesn't do anything for that.
So, with that in mind, what if Meld had a lower dodge % per charge, but also took Arcane charges into account? Or what if you had two versions, one that only took Arcane and one that only took Martial? I think there's a lot of ways to slice this shadow, so to speak, so I'll be keeping a very close eye on further feedback.
2b: Meld will also likely be multiselected with an offensive version, most likely an adjusted form of the old Pierce the Gloom active mixed with some offensive firepower. It will need to be strong to compete with the defensive capabilities of Meld, but there's a lot of good design space still open that makes me confident we can find something that fits this niche.
3: Sealed Soul needs to come back. It will mostly likely get added to the Mantle in Tier 2.
4: The T5 of this tree needs something that multiselects with Weird that uses your Assassinate in some cool, flashy way. It's unlikely to be a carbon copy of Consume (to my knowledge, that was bugged and had no actual DC) and I'd honestly rather build something new than reuse anything that wasn't 100% up to par. With that in mind, what if the new T5 was like an assassinate, but rather than an instakill, was a very effective boss debuff? This way a Rogue will have two ways of opening a fight from Stealth - versus trash, Assassinate. Versus a boss, this new attack. And someone who wasn't a rogue still gets to experience some of that gameplay by using this new from-stealth ability. If the boss debuff is punchy enough, that means that having at least one Shadowdancer in the party would make a considerable difference. My initual thoughts were to bring back the Physical vulnerability from the current Shadowdancer but turn it up to 11.
5: The Builders need shorter cooldowns to match the other trees at 6 seconds.
6: Force spellpower needs to be in a Legendary feat if we want it to be a serious consideration for a damage option. My initial thoughts are to place it with Sonic in Feywild, which also has the benefit of giving you Illusion DCs.
7: Whispers is currently nonfunctional and also quite controversial. In its place, I am considering some sort of alternative that uses your Bluff score to temporarily confuse or distract an enemy, and allowing this to be usable from Stealth. We want to add more tools to help stealthy players approach combat in different ways, and this feels like it could be an interesting tool to add to the toolbox.
So! There's obviously quite a lot more to do here, and there are things I didn't get to mention, but I'd love any additional feedback or new thoughts you all might have. I look forward to hearing from you!