Voici la réponse faite par mythic au Rapport du TL Finelame, Jelinar.
Feedback for the Blademaster report is in - feedback is in red. Please make comments in this thread. Thanks!
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Blademasters are currently a fairly solid, balanced class. The changes that have come with New Frontiers, however, have greatly diminished their role in RvR, as it has for melee classes in general. issues include long-standing issues with styles.
Specline Issues
1. Celtic Dual:
* The anytime chain (Hurricane --> Solar Flare) is lacking - in damage, effects, and in defensive penalties. Anytime chains from base weapon lines and taunt styles are used preferentially over this chain.
Under Discussion
* The bleeds for those styles that were not bumped (Blinding Rain, Gail) do so little damage as to be all but useless. These should be increased, similar to how the bleeds for Tempest and Twin Star were increased.
Under Discussion
2. Blades:
* Celtic Dual/Blades specced Blademasters are lacking a reactionary, medium/long duration stun, a key component to the attractiveness of the Piercing and Blunt speclines.
Under Discussion
3. Blunt:
* This style line has a 4-part chain off of a block, leaving a large portion of this style line inaccessible to most Blademasters.
* There is no anytime style chain, only a single anytime style that is mediocre. The taunt style, Slam, is usually used over Force of Might.
Under Discussion
4. Piercing:
* Has a redundant bleed in the Diamondback chain. Dragonspider and Wyvern’s Bite both have bleeds, and since bleeds do not stack, the effect on Wyvern’s Bite is wasted.[/LIST][LIST][*]Piercing damage is based on both STR and DEX, whereas Blunt and Blades are solely STR based. This puts the Pierce user at a weaponskill/damage disadvantage. For Blademasters, it might be preferable to have Pierce also be STR based only.
Under Discussion
5. Shield
* Shield needs to be made hot-keyable for dual-wielders. The ability to hotkey Large Weapons and Sword/Shield makes hybrid specs for other Guardian classes viable. However, the interface issues that come with being forced to manually swap out sword and shield from inventory makes a hybrid spec for Blademasters very impractical.
Tabled
6. Parry
* This defensive ability is often not specced very high, due to its ineffectiveness against multiple attackers, as well as lack of any abilities that come with speccing in it (such as Engage, Guard, and styles come with speccing Shield).
No - Design Decision
Style Issues
1. Celtic Dual: Hurricane --> Solar Flare
* The anytime style chain in Celtic Dual is inferior to the anytime styles in the base weapon lines (save for maybe Blunt). Hurricane has a greater defensive penalty than any of the anytime opener styles (medium versus low or none). The chain has no effects, while the others do.
* This chain needs to be reworked both in its defensive penalties and in either its lack of superior damage or effects when compared to base weapon anytime chains. At the very least, it should be made equally useful.
Under Discussion
2. Celtic Dual: Tornado
* This style, which is an off-parry reactionary, currently has the effect of a snare. This effect is useless for this style, since parries generally occur when the enemy is attacking and has no reason to run. Nor would a Blademaster use this as an escape tool.
* A different effect (other than a bleed, which is already present in Twin Star) should be given to this style.
Under Discussion
3. Piercing : Dragonspider --> Wyvern’s Bite
* Both of these styles have bleeds, and both styles are in the same chain. This makes these bleeds redundant, and they do not stack. One of the styles should have its effect changed to something else.
Under Discussion
Realm Ability Issues
1. Blade Barrier
* With the current state of New Frontiers RvR being centered around keep battles and range wars, the Blademaster RR5 ability, already highly situational in its use, now has few opportunities for usefulness. Melee fights and open field fights are becoming an increasing rarity, and this ability does not protect us from magic damage.
Melee issue are under discussion
* The inability to attack while this ability is active is still counterintuitive to the nature of the class. It would be preferable to lower the parry percentage, while leaving the ability to attack.
No - need new argument or new information
2. Reflex Attack
* 30 points to train this RA to level 3 for a 30% chance is not worth it. Combined with the fact that this ability comes with the flaws inherent in damage shields (breaking roots/snares on enemy targets), this RA has limited attractiveness.
No changes planned - need new argument or new information
3. Removed RAs (Dodger, Duelist’s Reflexes)
* It is unclear why these RAs were removed. Dodger was not overpowered on Blademasters, and was an important RA in keeping them balanced defensively. Duelist’s Reflexes was also not overpowered, and was one of the few ways for Blademasters to increase damage output. With the lose of DR as well as Mastery of Arms, RA options to increase damage are now few.
Tabled - need new argument or new information
Master Level Abilities
1. Battlemaster
* Grapple should not be chain-able.
Tabled - specifics
* Faultfinder has had its effectiveness severely reduced in New Frontiers. Boiling oil also makes this style hazardous to use.
Under Discussion
* The nature of this line (melee oriented) has decreased its usefulness in New Frontiers.
2. Banelord
* Banelords do not receive RPs for the damage done by their spells. RPs should be given in the same manner as any area-effect damage spell.
Under investigation - Need spell names
* Increase the duration on Banespike. 10 seconds on a 10 minute reuse timer is low, considering this is an ML10 ability.
Being investigated
New Issues
1. New Frontiers has made RvR considerably more centered around keep battles and sieges, and has drastically reduced the amount of open-field battles. As a consequence, most fights are now range battles, and tanks such as Blademasters are left with little to do in these fights, except to run siege. Light tanks are particularly vulnerable in these ranged battles, with no shield, nor the ability to increase defense against ranged magic damage.
2. The length of battles is now too long. Sieges can last hours, often with no decisive victory, and they are exhausting and oftentimes boring.
New Frontier issues are under discussion
Item Problems
1. Please make the Battler and Malixe Axe artifacts available as Piercing weapons (they are already available as Blunt and Blades weapons).
No plans to do this - Design Decision
2. Many artifacts (Golden Scarab Vest, Winged Helm, Crocodile’s Tooth Dagger, etc) are too tedious and difficult to level. The number of types of mobs that can be used to level these artifacts should be increased, and the experience gained in RvR should be increased. It is simply not enjoyable to kill mobs alone for hours.
Patch 1.71d addresses this I hope.
3. As stated above, the inability to hot-key a shield into the off-hand is cumbersome for hybrid specced Blademasters.
No plans to do this at this time.
Documentation Issues
1. Blademasters are still not listed in the game manual. This has been a documentation issue since release.
I'll try to make sure they are in the Catacombs one. Please remind me again.
Other Issues
1. Determination is useless at lower levels – an all or none RA now.
Tabled - need new argument or new information
2. Prevent Flight does not seem to be as effective as it should be in RvR (will investigate this further)
Tabled - need more information
3. Base damage variance (even at maxed weapon spec) often causes higher level styles (with higher damage bonuses) to do less overall damage than chain predecessors.
Tabled - need more information.
Source (et commentaires US) : Feedback for Blademaster TL Report 1.70
Avis tout subjectif et très personnel, ce rapport semble presque encourageant comparé à ceux précédemment sortis, beaucoup de choses sont en discutions ou demandent plus d'investigations, ce qui laisse un petit espoir. Peu de non définitifs :
ils ne concernent que la parade qui semble définitivement devoir rester telle qu'elle est actuellement ; aucune apparition d'effets type engager ou garder voir même de styles liés au degré de spécialisation dans cette ligne.
Le fait de passer batailleuse et la hache de malveillance en armes perforantes. ( ce qui me parait pas plus mal, les trois lignes de spécialisations ont actuellement chacune leurs avantages, qui de bons artefacts, qui une table de résistances intéressante, etc.... cela force à effectuer un choix entre les spé et voir un peu de tout parmi les divers personnages créés, et non plus prendre la "spé du mois" sans vraiment savoir pourquoi mis à part que c'est celle ci qu'il faut prendre, ce qu'était devenue la spécialisation perforante depuis quelques temps à mon goût).
Un ' reporté aux calendes grecques ' un peu décevant en ce qui concerne la possibilité de passer de deux armes à armes/bouclier via une macro
Je trouve par contre la réponse ' under discussion ' à la demande de passer la spécialisation perforant sous force uniquement et non plus une moyenne de force et dextérité un peu surprenante...
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