L
llixeraxu
Guest
Although the Champion is a fun and balanced class, our effectiveness is very situational. We have the tools to perform well in duels and small group encounters, though we do not perform optimally in large RvR battles and high level PvE encounters. Our spells can be beneficial in the right situations, and poor in others.
Our remaining concerns are primarily with specific game mechanics and operation, and how we interact with them. If addressed, these changes can affect and benefit multiple classes.
Concerns
Though debuffs should not be as effective against unbuffed opponents, they should reduce the delve value at minimum. Currently, the level 50 debuffs reduce -45 and -40 to a stat against an unbuffed opponent though they delve at -73 and -70. An adjustment in the code that sets the minimum at the delve amount would allow these spells to be less situational and more valued. This change would improve all spell lines with debuffs, but only against unbuffed opponents, and not to a dramatic degree.
Endurance costs for shout debuffs is extremely high. Champions should sacrifice endurance for casting their spells. However, Valor as a line is designed to cast several spells in succession at a great cost. It can leave the Champion without the endurance to fully use his melee abilities. The endurance penalty when casting all of these spells is too high and should be reviewed and adjusted. This change is focused on Champions, as many other hybrid classes have already had their endurance costs reviewed recently.
Snare is overwritten by speed song, making it less effective in most RvR encounters. Snares need improvement to perform their role in combat effectively. Currently, any class with improved speed available in their group can escape from our snare after the combat timer has elapsed. Either snare should overwrite speed enhancement, or the snares speed reduction should be improved at higher levels to counter this. This change would affect all spell lines with snare; though especially help Champions and Skalds.
Due to the mechanics of how styles are calculated, the attack speed debuff can be detrimental in short lived RvR combat. This spell takes times for the benefits of the swing delay to catch up with the damage increase from styled damage. When an opponent’s attack speed is slowed, their time between swings is increased but their style damage is increased. This is because the code is currently using the attack speed debuff as a factor in calculating styled damage. The debuff should be changed to factor in after normal style damage is calculated. Though it would be a significant change, applying buffs and debuffs outside of style damage would improve all attack speed debuffs and haste spells for all classes which use them.
Specline issues
Blades – The Blades line has two styles based off of a block, Return Blade and Horizon Blade. One of these styles should be changed to a parry reactionary, which this line lacks.
Blunt – The Brusier chain starts with a 2 second stun. Low duration stuns are actually detrimental in melee combat as it provides little to no benefit and provides stun immunity. One solution is to remove or replace the effect from this style. Another solution is to base the duration of immunity on the length of the stun. The anytime style Force of Might does not compare to Slam in damage or endurance usage. The bonus damage for this style should be reviewed and increased; it is rarely used by Blunt users.
Large Weapons – Hibernian Vigor is the second style in the Celtic Rage chain with a 2 second stun. . Low duration stuns are actually detrimental in melee combat as it provides little to no benefit and provides stun immunity. One solution is to remove or replace the effect from this style. Another solution is to base the duration of immunity on the length of the stun. The style Domination does not compare to Celtic Fury in damage or endurance usage. The bonus damage for this style should be reviewed and increased; it is rarely used by Large Weapon users.
Pierce – Sidewinder is not performing as it should in comparison to the growth rates of other styles. The Diamondback combo duplicates a bleed effect in Dragonspider and Wyvern’s Bite.
Other issues
- Exemption flag on 65+ mobs not applied to debuffs
- Resist Rates seem very high for debuffs
- Tireless doesn’t improve as described at subsequent levels
- Empty Mind doesn’t improve as described at subsequent levels
- Mastery of Arms is not working as described
- Wild Arcana reduces 62% of amount printed on screen
- Wild Arcana criticals even when resisted, unlike other criticals
- Wrath of the Champion needs improvement
- Stat reduction printed on screen for debuff spells
- Determination at increased (pre-1.53) cost for melee-based hybrids
Item Issues
+Valor items – Valor items do provide a small benefit to our direct damage spells, though Intelligence benefits us much more. When creating their own spellcrafting templates, most champs do not add Valor. As it does provide some benefit, it is understandable that it end up in some random items. However, it is undesirable in epic/high end loot and quest rewards.
Epic Armor – Our armor is somewhat lopsided in its benefits. It currently favors Large Weapon Champions, leaving a large portion of champs without a melee bonus from the armor. Our Epic Armor has a 20% crush resistance, and no slash resistance. Valor is also an undesirable bonus and should be replaced with Intelligence (see above).
Finaly i belive there should be a Lw evade or block based reactionary style.
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Our remaining concerns are primarily with specific game mechanics and operation, and how we interact with them. If addressed, these changes can affect and benefit multiple classes.
Concerns
Though debuffs should not be as effective against unbuffed opponents, they should reduce the delve value at minimum. Currently, the level 50 debuffs reduce -45 and -40 to a stat against an unbuffed opponent though they delve at -73 and -70. An adjustment in the code that sets the minimum at the delve amount would allow these spells to be less situational and more valued. This change would improve all spell lines with debuffs, but only against unbuffed opponents, and not to a dramatic degree.
Endurance costs for shout debuffs is extremely high. Champions should sacrifice endurance for casting their spells. However, Valor as a line is designed to cast several spells in succession at a great cost. It can leave the Champion without the endurance to fully use his melee abilities. The endurance penalty when casting all of these spells is too high and should be reviewed and adjusted. This change is focused on Champions, as many other hybrid classes have already had their endurance costs reviewed recently.
Snare is overwritten by speed song, making it less effective in most RvR encounters. Snares need improvement to perform their role in combat effectively. Currently, any class with improved speed available in their group can escape from our snare after the combat timer has elapsed. Either snare should overwrite speed enhancement, or the snares speed reduction should be improved at higher levels to counter this. This change would affect all spell lines with snare; though especially help Champions and Skalds.
Due to the mechanics of how styles are calculated, the attack speed debuff can be detrimental in short lived RvR combat. This spell takes times for the benefits of the swing delay to catch up with the damage increase from styled damage. When an opponent’s attack speed is slowed, their time between swings is increased but their style damage is increased. This is because the code is currently using the attack speed debuff as a factor in calculating styled damage. The debuff should be changed to factor in after normal style damage is calculated. Though it would be a significant change, applying buffs and debuffs outside of style damage would improve all attack speed debuffs and haste spells for all classes which use them.
Specline issues
Blades – The Blades line has two styles based off of a block, Return Blade and Horizon Blade. One of these styles should be changed to a parry reactionary, which this line lacks.
Blunt – The Brusier chain starts with a 2 second stun. Low duration stuns are actually detrimental in melee combat as it provides little to no benefit and provides stun immunity. One solution is to remove or replace the effect from this style. Another solution is to base the duration of immunity on the length of the stun. The anytime style Force of Might does not compare to Slam in damage or endurance usage. The bonus damage for this style should be reviewed and increased; it is rarely used by Blunt users.
Large Weapons – Hibernian Vigor is the second style in the Celtic Rage chain with a 2 second stun. . Low duration stuns are actually detrimental in melee combat as it provides little to no benefit and provides stun immunity. One solution is to remove or replace the effect from this style. Another solution is to base the duration of immunity on the length of the stun. The style Domination does not compare to Celtic Fury in damage or endurance usage. The bonus damage for this style should be reviewed and increased; it is rarely used by Large Weapon users.
Pierce – Sidewinder is not performing as it should in comparison to the growth rates of other styles. The Diamondback combo duplicates a bleed effect in Dragonspider and Wyvern’s Bite.
Other issues
- Exemption flag on 65+ mobs not applied to debuffs
- Resist Rates seem very high for debuffs
- Tireless doesn’t improve as described at subsequent levels
- Empty Mind doesn’t improve as described at subsequent levels
- Mastery of Arms is not working as described
- Wild Arcana reduces 62% of amount printed on screen
- Wild Arcana criticals even when resisted, unlike other criticals
- Wrath of the Champion needs improvement
- Stat reduction printed on screen for debuff spells
- Determination at increased (pre-1.53) cost for melee-based hybrids
Item Issues
+Valor items – Valor items do provide a small benefit to our direct damage spells, though Intelligence benefits us much more. When creating their own spellcrafting templates, most champs do not add Valor. As it does provide some benefit, it is understandable that it end up in some random items. However, it is undesirable in epic/high end loot and quest rewards.
Epic Armor – Our armor is somewhat lopsided in its benefits. It currently favors Large Weapon Champions, leaving a large portion of champs without a melee bonus from the armor. Our Epic Armor has a 20% crush resistance, and no slash resistance. Valor is also an undesirable bonus and should be replaced with Intelligence (see above).
Finaly i belive there should be a Lw evade or block based reactionary style.
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