Mod 15 Klassenbalancing

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Mod 15 Klassenbalancing

Beitrag von Xecute47 am Mi 26 Sep 2018, 19:56

Zitat:

"Grüße Abenteurer!

In unserer nächsten Erweiterung „The Heart of Fire“ wird es eine Reihe von Anpassungen an der Klassenbalance geben. Für jede der Klassen wird es zumindest einige kleinere Änderungen geben, sodass jeder von euch sich auf Neuerungen freuen kann. In diesem Blog will ich hauptsächlich auf die Änderungen an den Trickserschurken und den Taktischen Magier eingehen, denn bei diesen beiden Klassen haben wir die zahlenmäßig größten Anpassungen vorgenommen. Daneben stelle ich auch kurz die Animationsänderungen für Eidgebundene Paladine und Vernichtende Hexenmeister, die Überarbeitung von einigen Talentbäumen und die Balanceanpassungen von verschiedenen Kräften vor.

Wir wissen, dass viele von euch schon lange darauf gewartet haben, und nun ist es endlich so weit: Das Update für Trickserschurken steht bereit! Viele Begegnungs-, tägliche und frei verfügbare Kräfte sowie Klassenmerkmale wurden angepasst und aktualisiert, um sie zu einer lohnenswerteren Wahl zu machen. An allen drei Talentbäumen wurden Änderungen vorgenommen, sodass sie sich nun einzigartiger anfühlen und attraktiver sind. An der Unsichtbarkeit und der Unsichtbarkeitsregeneration wurden ebenfalls eine Reihe von Anpassungen durchgeführt, um ihre Wirksamkeit gegen andere Spieler etwas abzuschwächen und sie gleichzeitig konsistenter für den Trickserschurken zu machen.

Zudem gab es auch eine große Menge an Änderungen für Taktische Magier. Für die „Arkane Meisterschaft“ wurden mehrere Updates implementiert, um sie so attraktiver für Arkane Kräfte zu machen. Hierbei haben wir einige Bugs, die im Zusammenhang mit der „Arkanen Meisterschaft“ auftraten, behoben und einige Kräfte mit völlig neuen Effekten ausgestattet. Außerdem wurden auch die Klassenmerkmale und die Talentbäume des Taktischen Magiers angepasst.

Hexenmeister und in geringerem Maße auch Paladine haben sich darüber beschwert, dass Ihre Animationen sich langsam und nicht wirklich rund anfühlen. Um das zu beheben, haben wir uns bei beiden Klassen die Kräfte vorgenommen, bei denen dieses Problem am schwerwiegendsten in Erscheinung trat. Dabei haben wir die Animationszeiten von vielen Kräften leicht geändert, sodass sie sich nun schneller und flüssiger anfühlen, insbesondere wenn sie im Verbund mit anderen Angriffen eingesetzt werden. Auch wenn sich das Timing für viele Animationen geändert hat, werdet Ihr wahrscheinlich keine große visuelle Veränderung bemerken, da es sich hierbei zumeist um Backend-Änderungen handelte.

Wir haben auch eine Reihe von geringfügigeren Komfortverbesserungen für euch vorbereitet, dazu zählen unter anderem: Tanks benötigen nun nur noch 10% ihrer Ausdauer, um mit dem Blocken zu beginnen (vorher waren es 20%) und das Gedrückthalten der Taste für eine frei verfügbare Kraft wird nun nicht mehr unterbrochen, wenn ihr eure taktische Fähigkeit wirkt. Daneben gibt es noch viele andere Änderungen, auf die ich hier eingehen könnte, wie etwa die Änderungen an den Seelenmarionetten der Vernichtenden Hexenmeister, die Anpassungen der Göttlichkeit für Glaubenskleriker und Buffs für Wachsame Waldläufer, aber ich will es euch überlassen, sie alle zu entdecken!"

Klassenänderungen (leider auf englisch):

Trickserschurke:

Baseline

Stealth Changes

Stealth: Now takes 12.5 seconds to build a full bar (up from 10 seconds)
Stealth: Duration increased to 6 seconds (up from 5 seconds)
Stealth: Taking damage no longer interrupts Stealth Regeneration
Stealth: Taking damage now halves Stealth Regeneration for 2 seconds (instead of stopping it for 3 seconds)
Stealth (PvP): Trickster Rogues will now be visible to opponents when they deal damage from stealth. Powers that do not remove stealth will not reveal the rogue and damage over time effects, such as smoke bomb and path of the blade, will not remove stealth. This only occurs while in a PvP mode.

Powers

At-will changes

Duelist's Flurry (Revamped): Bleed Chance on each swing has been increased to 100%
Duelist's Flurry: Final combo now lasts for 6 attacks, instead of 9
Duelist's Flurry: Final combo's animation time has been halved (related to the above)
Duelist's Flurry: The final combo of this power no longer reduces your stealth meter by a large amount
Now reduces Stealth by 7.5% per swing (~70% for a full combo). Duelist's Flurry: Bleed damage lowered by ~40%
Cloud of Steel: Maximum stack count increased to 10 (up from Cool
Cloud of Steel: Base damage increased by 12%
Sly Flourish: Broken Armor debuff reduced to 4% (Down from 10%)
Sly Flourish: Broken Armor debuff now stacks up to 3 times (for a total of 12%). Gloaming Cut (Reworked): Damage increased by ~25%
Gloaming Cut: Charge time reduced to 0.25s (down from 0.7s). This will make the power cast ~45% faster
Gloaming Cut: Execution damage increased to 100% at rank 1 (up from 25%)
Note: This is the same as the old rank 4 value
Gloaming Cut: Execution damage no longer increases at each rank
Gloaming Cut: Stealth gain on kill no longer increases at each rank (20% down from 35% at R4)
Gloaming Cut: (NEW) Now increases stealth regeneration by 7.5% for 8 seconds
Gloaming Cut: (NEW) Now increases the Stealth Regeneration amount by 2.5% per rank
Disheartening Strike (Reworked): The damage debuff has been reduced to 6%
Disheartening Strike: The damage debuff per rank has been reduced to 2%
Disheartening Strike: Now increases damage you deal to the target by 6%
Disheartening Strike: Now increases damage you deal to the target by 2% per rank
Disheartening Strike: Duration reduced to 12 seconds (down from 15 seconds)
Disheartening Strike: Now deals damage every 2 seconds (up from every 1.5 seconds)
Disheartening Strike: (NEW) Now deals minor damage when first applied (About 1 ticks worth of the DoT)



Taktischer Magier:

Baseline:

The base damage of all control Wizard powers has been increased by ~25%
All Cold damage powers have had their damage increased by an additional ~20%
Arcane Mastery: has been slightly revamped:
Arcane Mastery now lasts for 8 seconds (down from 10)
Arcane Mastery no longer fades when combat ends
Arcane Mastery damage bonus increased to 4% (up from 3%)
Arcane Mastery no longer increases Lightning and Fire damage dealt
The effects that Arcane Mastery has on other powers are now accurately detailed in their tooltips
Chill: Stacks of chill now last for 3 seconds (up from 2.5 seconds)
Control Mastery: This power is now correctly displayed in the Control Wizards powers sheet. (Functionality unchanged)
Control Mastery: Control effects against non-player enemies are 2.5x as effective
Smolder / Rimefire Smolder: Fixed an issue where re-applying Rimefire smolder, particularly through Critical Conflagration, would cause the DoT timer to reset

At-wills:

Storm Pillar: Charge time reduced to 1.25 seconds (down from 1.5)
Storm Pillar: Now creates a pillar of lightning if charged for 80% of the total charge time (down from 100%)
Storm Pillar: Pillar of Lightning now deals ~17% less damage

Encounters:

Repel: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers
Conduit of Ice: Duration increased to 6 seconds (up from 5)
Conduit of Ice: Fixed an issue where the first stack of Chill was not correctly being added to the bonus damage
Ray of Enfeeblement: Duration increased to 8 seconds (up from 5)
Ray of Enfeeblement: Duration no longer increases based on Arcane Mastery stacks
Ray of Enfeeblement: Debuff effectiveness now increases by 1% per stack of Arcane Mastery
Ray of Enfeeblement: Damage dealt reduced by ~25%
Ray of Enfeeblement: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers
Disintegrate (Reworked): No longer "instantly kills" foes when they are below a weapon damage threshold
Disintegrate: Now deals 100% more damage to foes below 25% hit points
Disintegrate (New): The Damage bonus granted by Arcane Mastery stacks are twice as effective for Disintegrate
Disintegrate (Spell Mastery): Now deals 300% increased damage to foes below the Health Threshold
Disintegrate: Damage per rank reduced to 10% (down from 15%)
Imprisonment: Cooldown reduced to 28 seconds (down from 40)
Imprisonment: Now grants one stack of Arcane Mastery when used
Imprisonment (Spell Mastery): Now grants one additional stack of Arcane Mastery when used
Imprisonment (Spell Mastery): Cooldown reduced to 14 seconds (down from 20)
Imprisonment: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers
Entangling Force: Base Cooldown changed to 16 seconds at all ranks (down from 20-14 based on rank)
Entangling Force: Cooldown is no longer affected on each rank up
Entangling Force: Base Duration decreased to 1.25 seconds (down from 1.5 seconds)
Entangling Force: Duration is now increased by 0.25 seconds (up from maximum possible .2 seconds) per rank
Entangling Force: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.
Entangling Force (Spell Mastery): Now correctly increases the duration of the hold
Entangling Force (Spell Mastery): Hold duration increased by 1 seconds (up from 0)
Entangling Force: Fixed an issue where this power would not deal damage to control immune enemies
Steal Time (Reworked): Removed a portion of the delay that occurs after the power had finished casting
Steal Time: This power now slows targets for the entire duration of its cast, rather than just the first half of it.
Steal Time: The slow now stacks 4 times (up from 3)
Steal Time: The slow now correctly applies one 20% slow every stack, instead of both a 20% and 30% slow.
Steal Time: When cancelling the power early, the cooldown is now reduced by 50%, instead of ~66%
Steal Time: The slow duration is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)
Steal Time: The buff duration applied through spell mastery is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)
Steal Time: When used with Spell Mastery the buff is now applied to allies while casting the power.
Steal Time: Movement speed buff decreased to 80%, down from ~92%
Steal Time: Fixed an issue where the Spell Mastery version of this power would deal 0 damage multiple times.
Steal Time: The stun that is applied now correctly scales with each rank-up.
Fanning the Flame: Fixed various tooltip errors
Fanning the Flame: Now applies Smolder to the primary target
Fanning the Flame: All damage dealt by this power is now increased by 10% per rank (down from 10% for the main hit and 12% for others)
Fanning the Flame: Gathering Flames and Spread damage increased by ~7%
Fanning the Flame: Fixed an issue where the DoT effect would only deal damage 3 times (instead of 4)
Fanning the Flame: Fixed an issue where the DoT effect timer would reset when re-applied
Fanning the Flame: Fixed an issue where the Action Points gained from this power were 75% of what they should have been
Icy Rays: Immobilization duration increased to 1.5 seconds when used on the same target (up from 1.25 seconds)



Waldläufer:

Baseline:

Shift: There should no longer be a delay before the “Dodge” effect kicks in
Weak Grasping Roots: Duration increased to 1.5 seconds (up from 1)
Strong Grasping Roots: Duration increased to 3 seconds (up from 2)

Encounters:

Constricting Arrow: Grasping Root range increased to 12’ (up from 10’)
Hawkshot: Base damage reduced by 50%
Hawkshot: Damage dealt based on range has been adjusted / reworked
Now grants between 1.33-2.00x damage based on range (up from 0.5-1.5x)
Hawkshot: Should no longer keep you locked into the animation for a small period of time after being used
Plant Growth: Root duration reduced to 10 seconds (down from 20 seconds)
Plant Growth: Root duration reduced to 5 seconds against players (down from 10 seconds)

Buff revamp for HR:

All Buffs: Companions can no longer benefit from these powers
All Buffs: Now affects up to 5 targets, (excluding yourself) at rank 1
All Buffs: No longer increases the amount of allies affected per rank
All Buffs: No longer requires allies to be in your party
All Buffs: No longer half as effective for allies
Boar Hide (Revamped): Grants you, and nearby allies, 5 stacks of “Thick Skin” which increases your damage resistance by 4% per stack. Taking damage removes a single stack.
Boar Hide: Now reduces the cooldown of Boar Hide by 1 sec / rank
Hawkeye (Revamped): Grants you, and nearby allies, “Hawkeye” for 5 seconds. “Hawkeye” increases the damage you deal with encounter powers by 5% (down from 15%).
Hawkeye: Now increases the effectiveness of the buff by 2.5% per rank
Oak Skin (Revamped): Enhances yourself, as well as nearby allies, with “Oaken Skin” for 9 seconds. “Oaken Skin” heals you for 9% of your maximum hit points over its duration and increases your incoming healing by 10% while active.
Oak Skin: Increases the percent of hit points healed by 3% per rank
Stag Heart (Revamped): Grants you, and nearby allies, “Stag Heart” for 5 seconds. “Stag Heart” grants you 7.5% of your maximum hit points as temporary health
Stag Heart: Now increases the amount of Temp Health gained by 2.5% per rank
Fox's Cunning (Revamped): Duration reduced to 8 seconds (down from 12 seconds)
Fox's Cunning: Base Cooldown increased to 22 seconds (up from 20)
Fox's Cunning: Now reduces the cooldown of Fox's Cunning by 2 second per rank (rather than 3 seconds at rank 4
Aspect of the Serpent (Revamped): Damage reduced to 2.5% per stack (down from 3%)
Aspect of the Serpent: Damage per rank reduced to 2.5% per stack (down from 3%)
Aspect of the Serpent: Maximum Stacks increased to 3 (up from 2)

Stormwarden:

Bladestorm (Revamp): Chance reduced to 20% (down from 25%)
Bladestorm: Damage increased to 16% at rank 1 (up from 5%)
Bladestorm: Damage increased to 8% at each rank (up from 5%)
Bladestorm: Artifact off-hand bonus: Now states that it increases the total damage done by Bladestorm by 10%
Bladestorm: This class feature should no longer be double mitigated by level 73 enemies
Twin Blade Storm: Damage increased to 5% at rank 1 (up from 4%)
Twin Blade Storm: Damage increased to 5% per rank (up from 4%)
Stormstep Action (Revamp): Now reduces the cooldown of encounters based on AP spent
Up to 2 seconds off at 100% AP spent
Stormstep Action: Cooldown Reduction increased to 2 seconds at rank 1 (up from 1 second)
Stormstep Action: Cooldown Reduction increased to 1 second for each rank-up (up from 0.5 seconds)
Stormstep Action: No longer has reduced value if triggered multiple times within 10 seconds.

Pathfinder:

Pathfinder's Action: Run Speed increased to 10% at rank 1 (up from 6%)
Pathfinder's Action: Deflection chance increased to 10% at rank 1 (up from 5%)
Pathfinder's Action: Run speed per rank-up reduced to 5% (down from 6%)
Battlehoned (Completely Reworked): Replaced with “Primal Instincts"
Primal Instincts: Now increases the effectiveness of Boar Hide, Hawkeye, Oak Skin, and Stag Heart by 20% (+10% per rank). and Fox's Cunning's duration by the same amount
Primal Instincts (Artifact Power): Now increases Regen rating by 500 (up from 100)
Cruel Recovery (Reworked): Duration changed to 10 seconds at all ranks (from +4 seconds per rank)
Cruel Recovery: No longer increases effect duration at each rank
Cruel Recovery: Now stacks up to 4 times
Cruel Recovery: Maximum Stack Count increased by 2 at each rank

Feats:

Archery:

Bottomless Quiver: Tooltip changed to state “Your Ranged powers recharge X% faster” (functionality unchanged)
Bottomless Quiver: Recharge speed increased to 8/16/24/32/40% (up from 6/12/18/24/30%)
Stillness of the Forest (Reworked): Now increases your damage dealt and crit chance by 0.5/1/1.5/2/2.5% for each second that you stand still, stacking up to 6 times. You will lose 1 stack per second while moving. Stacks are not lost while out of combat.
Predator (Reworked): Using a ranged encounter power applies "Prey" to the first target hit for 10 seconds. You deal 20% increased damage to the first target hit by your powers and this bonus is doubled for targets affected by Prey. Prey may only be active on one target at a time and cannot be reapplied until it expires.
Predator: Now correctly increases the damage you deal to an enemy (Rather than decrease the enemy's damage resistance for your attacks)
Predator: This feat is no longer half as effective on players

Trapper:

Ancient Roots: Weak Grasping Roots duration lowered to .4/.8/1.2/1.6/2 (from .5/1/1.5/2/2.5)
Ancient Roots: Strong Grasping Roots duration lowered to .8/1.6/2.4/3.2/4 (from 1/2/3/4/5)



Hexenmeister:

Animation Changes

Warlock's Curse: Now has priority in being cast, will not be interrupted by other powers
Killing Flames: Activate time slightly reduced
Killing Flames: Now has priority in being cast, will not be interrupted by other powers
Dreadtheft: Now has priority in being cast, will not be interrupted by other powers
Fiery Bolt: Activation time slightly reduced
Curse Bite: Activation time slightly reduced
Curse Bite: Now has priority in being cast, will not be interrupted by other powers
Soul Scorch: Now has priority in being cast, will not be interrupted by other powers
Harrowstorm: Activation time slightly reduced
Harrowstorm: Now has priority in being cast, will not be interrupted by other powers
Wraith's Shadow: Now has priority in being cast, will not be interrupted by other powers
Wraith's Shadow: No Longer shows a cast bar when used
Warlock's Bargain: Now has priority in being cast, will not be interrupted by other powers
Hadar's Grasp: Activation time slightly increased
Hadar's Grasp: Now has priority in being cast, will not be interrupted by other powers
Blades of Vanquished Armies: Now has priority in being cast, will not be interrupted by other powers
Accursed Souls: Now has priority in being cast, will not be interrupted by other powers
Flames of Phlegethos: Now has priority in being cast, will not be interrupted by other powers
Tyrannical Curse: Now has priority in being cast, will not be interrupted by other powers
Gates of Hell: Activation time reduced

Soul Puppet Changes:

Soul Puppet: Duration reduced to 20 seconds.
This time now only counts down while in combat
Soul Puppet: No longer vanishes after 5 attacks
Soul Puppet: Summoning another Soul Puppet will now refresh the duration of the current Soul Puppet and heal it to full.
Soul Puppet: Now gains Critical Strike chance equal to your critical strike chance
Soul Puppet: Now has a base critical severity rating of 50%
Soul Puppet: Attacks can now critically strike

Powers:

Killing Flames: Base damage increased by 20%
Killing Flames: Damage based on hit points reduced to 2x damage when the target is at/below 25% hit points (from 2.4x)
Fiery Bolt: No longer deals increased damage to enemies around the application target
Fiery Bolt: Damage increased by ~20%
Hadar's Grasp: Damage increased by ~20%
Hadar's Grasp: Base duration increased to 2 seconds (up from 1.5)
Hadar's Grasp: Rank-up duration reduced to 0.5s (down from 1s)
Hadar's Grasp (Curse Consume): Duration changed to be +1.5s (instead of +50%)
Hadar's Grasp (Curse Consume): Curse and Soul Puppet damage increased to 25% (up from 15%)
Immolation Spirits: Removed a 1-2 second delay that would cause the spirits to delay their initial attacks
Immolation Spirits: Fixed an issue where these would deal increased damage in certain cases
Brood of Hadar: Fixed an issue where these would deal increased damage in certain cases
Curse Bite: This power now has 2 charges
Dreadtheft: Fixed an issue where Dreadtheft would deal 0 damage multiple times
Dreadtheft: Fixed an issue where Dreadtheft would not allow you to use powers for a small period of time after it was finished being cast
Dreadtheft: No longer allows you to sometimes activate other powers while casting
Dreadtheft: Activating and cancelling this power should now be much more responsive
Dreadtheft: Now deals damage 10 times (down from 12)
Dreadtheft: Damage increased by 20%

Class Feats:

All-consuming Curse: Critical Strikes now apply lesser Curse 100% of the time (at rank 1)
All-consuming Curse: Now increases Lesser Curse damage by 20%
All-consuming Curse: Now increases Lesser Curse damage by 10% per rank

Feats:

Damnation:

Warding Spirits (reworked): Now causes 5/10/15/20/25% of the damage you take to be transferred to your Soul Puppet
Warding Spirits: Now increases your Soul Puppet's maximum hit points by 10/20/30/40/50% of your maximum hit points
Note: Having 5 points in this feat means that your Soul Puppet has as much Maximum Health as you do
Mocking Spirit: No longer increases the Maximum hit points of your Soul Puppet
Mocking Spirit: The damage Resistance of your Soul Puppet is increased by 5/10/15/20/25%
Spiritfire: This feat can now critically strike
Spiritfire: This feat should now correctly scale with power / damage bonuses
Spiritfire: Damage reduced to 5/10/15/20/25% (from 15/30/45/60/75%)
Soul Desecration (Reworked): Your Soul Puppet no longer dissipates after 20 seconds and its attacks now recharge your encounter powers by 1 second on each hit. Your Warlock's Curse now corrupts targets, causing them to spawn a Soul Puppet when killed and when Warlock's Curse is Consumed. Soul Investiture now increase your encounter power damage by 10% per stack. Additionally, if you do not have a Soul Puppet active, you will automatically summon one, this effect has a 15 second cooldown.

Fury:

Murderous Flames: Now causes your fire-based single target at-will and encounter powers to deal 5/10/15/20/25% of their damage to all enemies (split equally) within 20 feet of the primary target. Does not trigger from DoT effects.
Powers included: Killing Flames, Infernal Sphere, Hellish Rebuke, Soul Scorch, Eldritch Blast



Paladin:

Baseline

All damage increased by ~14%
Divine Call: Now has priority in being cast, will not be interrupted by other powers
Divine Call: Can now be activated while blocking
Sacred Weapon: Activation time slightly reduced
Sacred Weapon: Now has priority in being cast, will not be interrupted by other powers
Templar's Wrath: Activation time slightly reduced
Bane: Activation time slightly reduced
Bane: Now has priority in being cast, will not be interrupted by other powers
Cleansing Touch: Activation time slightly reduced
Cleansing Touch: Now has priority in being cast, will not be interrupted by other powers
Banishment: Now has priority in being cast, will not be interrupted by other powers
Vow of Enmity: Activation time slightly reduced
Vow of Enmity: Now has priority in being cast, will not be interrupted by other powers
Absolution: Activation time massively reduced
Absolution: Now has priority in being cast, will not be interrupted by other powers
Relentless Avenger: Activation time slightly increased
Relentless Avenger: Now has priority in being cast, will not be interrupted by other powers
Circle of Power: Now has priority in being cast, will not be interrupted by other powers
Radiant Strike: Activation time slightly reduced
Valorous Strike: Activation time slightly reduced
Lay on Hands: Now has priority in being cast, will not be interrupted by other powers
Shield of Faith: Now has priority in being cast, will not be interrupted by other powers
Divine Judgement: Activation time slightly reduced
Heroism: Activation time slightly reduced
Oath of Devotion: Your healing is increased by 75% (down from 100%)
Oath of Devotion: Now increases allies stats for 10 seconds (up from 8 seconds)
Oath of Devotion: No longer requires you to actually restore HP on the target

At-wills:

Shielding Strike: The third hit of this combo now grants the Paladin a shield equal to 3% of their maximum hit points. (Previously granted an absorption buff that absorbed damage equal to 1% of your maximum hit points on each attack).

Encounters:

Sacred Weapon: Fixed an issue where this power would not correctly expire after 3 attacks for Devotion Paladins
Sacred Weapon: Damage lowered by ~17%
Sacred Weapon: Healing increased to 20% (up from 15%)
Sacred Weapon: Bonus healing duration increased to 10 seconds (up from Cool

Class Feats:

Aura of Solitude: Dominating Presence no longer increases the range of this Aura
Aura of Solitude: No longer considers companions as "allies."

Feats:

Justice:

Shining Beacon: Duration reduced to 10 seconds (down from 15)
Shining Beacon: Now states that your Recharge Speed is increased by 3/6/9/12/15% (functionality unchanged)
Shining Beacon: No longer has a cooldown of 60 seconds
Shining Beacon: No longer has floater text appear when applied
Shining Beacon: Now triggers whenever you take damage while below 50% hit points
Stem the Tide: No longer considers a Companion as an Ally for this feat
Stem the Tide: Slow reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)
Stem the Tide: Damage taken increased to 2/4/6/8/10% (up from 1/2/3/4/5%)
Stem the Tide: This power should no longer put the player in a Combat stance
Radiant Champion: Movement Speed reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)
Radiant Champion: Cooldown Reduction increased to 2/4/6/8/10% (up from 1/2/3/4/5%)

Bulwark:

Head Unbowed (Reworked): You now generate 2/4/6/8/10% of your Divine Energy bar each second
Holy Barrier: While in combat, you build stacks of Barrier every second and by using your powers. Activating Divine Call will consume all stacks of Barrier to grant you a shield for 10% (+0.5% per stack) of your max hit points for 15 seconds. While the shield holds, you are granted 20% movement speed, critical strike chance, Deflect chance, incoming healing, and Recharge Speed. Barrier may stack up to 100 times.



Kleriker:

Baseline

Divinity At-wills:

Punishing Light: Damage dealt increased by ~103%
Punishing Light: Divinity drained increased by 100%
Punishing Light: AP Gain increased by ~53%
Punishing Light: Damage dealt scales a bit less with character level
Soothing Light: Healing done increased by ~75%
Soothing Light: Divinity drained increased by ~57%
Soothing Light: Now ticks ~52% faster (Matches Punishing Light's tick speed)
Soothing Light: Healing done scales a bit less with character level

Divinity Generation Smoothing:

Gift of the Gods: +5/10/15/20/25% Divine Power generation (Unchanged)
Divine Fortune: Base Divine Power generation increased to 20% (up from 5%)
Bountiful Fortune: +4/8/12/16/20% Divine Power generation (up from 3/6/9/12/15%)
Divinity: Divine Power generation is now additive, rather than multiplicative
Divinity: Base Divine Power generation decreased by ~12%

Powers

Forgemaster's Flame: Now deals a small amount of damage and then applies a Damage Over Time effect to the target
Forgemaster's Flame (Empowered): Now consumes all stacks of Empowered to increase the Damage dealt by Forgemaster's Flame by 20% per stack and grants Astral Forge to all nearby allies when cast. Astral Forge increases the Damage Resistance of allies by 5% per stack for 8 seconds.(Previously increased damage of Forgemaster's Flame by 10% per stack and Damage (instead of damage resistance) by 5%)
Forgemaster's Flame: Fixed an issue where the Slow would stack an unreasonable amount
Forgemaster's Flame: The slow no longer increases with each rank-up
Hastening Light: Base recharge time increased to 1.5 seconds (up from 1 second)
Hastening Light: Rank-up recharge time reduced to 0.5 seconds (down from 1 second)
Living Fire: Now triggers when you drop below 35% hit points (instead of 30%)
Living Fire: Now lasts for 5 seconds after it was triggered, even if you are healed above 35%
Piercing Light: Armor Penetration increased to 4/8/12/16/20% (up from 2/4/6/8/10%)
Avatar of the Divine (Reworked): The first power you use after entering combat grants you Avatar for 20 seconds, you also gain this effect every 45 seconds in combat. Avatar increases your damage dealt by 50%, Divinity Generation by 25%, and Cooldown Speed by 25%. Leaving combat cancels Avatar and resets its cooldown. Casting encounters will reduce the cooldown time of Avatar by 1.5 seconds for each stack of Empowered consumed

DO Changes:

Foresight: Base Damage Resistance increased to 4% (from 2%)
Terrifying Insight: Seeing the inevitable destruction of your foes, you deal 10/15/20/25% more damage. Damaging an enemy also lowers their damage resistance by 4/6/8/10% for 5 seconds
Prophecy of Doom (Empowered): Damage Resistance reduction lowered to 2.5% per Empowered orb (down from 5%)
Prophecy of Doom: Animation speed reduced to 1.4 seconds (down from 1.8 seconds)
Brand of the Sun: This power will no longer generate Divine Power while the player is in Divine Mode, this should fix an "issue" where players would sometimes not leave Divine Mode after casting all 3 divine encounter powers



Zweihand Waffenkämpfer:

Baseline

Determination: Determination is now gained from dealing damage at all times, at half the normal rate, instead of just when you own the “Destroyer’s Purpose” capstone feat.
Destroyer's Purpose: Now doubles the rate at which you earn Determination when dealing damage.

Class Features

Warrior’s Courage (Revamped): Gain 6% (up from 5%) Damage Resistance and 4% Deflection chance when below 50% Hit Points. While under 25% Hit Points, these bonuses are doubled.
Warrior’s Courage: Damage Resistance per rank reduced to 3% (down from 5%)
Warrior’s Courage: Deflection Chance per rank reduced to 2% (down from 3%)
Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)
Steel Blitz: Damage reduced to 50% weapon damage (from 60%)
Steel Blitz: Damage no longer increases with each rank-up
Steel Blitz: Chance to proc now increases by 5% per rank
Steel Blitz: This power can now critically strike
Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz

Feats:

Flanking Maneuvers (Reworked): Striking a foe, while you have Combat Advantage, causes you to deal an additional 4/8/12/16/20% of your weapon damage.
Warrior’s Rush (Reworked): Your Mighty Leap, Punishing Charge, and Savage Advance powers now grant 5/10/15/20/25% increased movement speed, for 4 seconds, when used.
Allied Opportunity: Combat Advantage time increased to 2/4/6/8/10 seconds.
Nimble Runner (Reworked): Your damage dealt is increased by 1.65/3.3/4.95/6.6/8.25%. This value increases as your total movement speed increases, up to a maximum of 40%.
Crippling Strikes (Reworked): Your At-will, Encounter, and Daily powers slow targets hit by 1/2/3/4/5% for 5 seconds, stacking up to 6 times.
Crippling Strikes: You deal 3/6/9/12/15% more damage to targets who are slowed by Crippling Strikes.
Group Assault: Now also affects Reaping Strike
Instigator’s Vengeance: Your damage is increased by 20% (up from 10%) and each time you are struck in combat this value is increased by 5% (down from 10%).
Instigator’s Vengeance: Expiry time increased to 8 seconds (up from 6 seconds)
Instigator’s Vengeance: Fixed an issue where this feat only required 20 points spent



Beschützender Kämpfer:

Baseline

Block: Now requires 10% of your stamina bar to activate (down from 20%)
Mark: This power should no longer be interrupted by other powers
Mark: This power should now cast slightly faster
Griffon's Wrath (Reworked): This power can be used up to 3 times before going on cooldown. If you haven't used the power in the last 16 seconds (affected by recharge speed) then the cooldown will automatically be refreshed.
Griffon's Wrath: Recharge time increased to 16 seconds (up from 12 / charge)
Griffon's Wrath: Fixed an issue where this power could be cast an additional 1-2 times
Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)
Steel Blitz: Damage reduced to 50% weapon damage (from 60%)
Steel Blitz: Damage no longer increases with each rank-up
Steel Blitz: Chance to proc now increases by 5% per rank
Steel Blitz: This power can now critically strike
Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz

Feats

Jagged Blades (Revamped): Now deals 100/200/300/400/500% of your weapon damage over 10 seconds (down from 150/300/450/600/750%)
Jagged Blades: Fixed an issue where the DoT was only applied to the first target hit
Jagged Blades: Fixed an issue where the DoT timer would be reset when re-applied




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Xecute47

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Re: Mod 15 Klassenbalancing

Beitrag von ZwiebeI am Fr 28 Sep 2018, 20:11

Hui da kommt ja einiges auf uns zu. Ich find's gut, dass zur Abwechslung alle Klassen bearbeitet werden. Die Änderungen bei den Klassen wo ich mich halbwegs gut auskenne (cw,hr und pala), find ich in Ordnung. Ich weiß zwar nicht was "all buffs" beim HR sein soll, aber ich bin gespannt wie sich das dann alles tatsächlich anfühlt.
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ZwiebeI





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