Here is a way they could be balanced and re-arranged. Pick limits per tier are removed. All boons have 5 levels. Master boons have two levels. A cost of 1 gold to place or remove a point, and 10 gold to remove or place a master point would make swapping affordable and provide a gold dump. The full boon tree below requires 180 boon points to fill out, plus 16 master boon points. Players will want them all... but they wont have nearly enough points. The choice will wrack their brains... cause they are all good. The total effects are shown below:
2 - Recruits Training . . . Power +1500 2 - Recruits Inspiration . . . Health +6000 2 - Cultist Power . . . 5% extra damage and defense verus cultists 2 - Demonic Mastery . . . 5% extra damage and defense verus demons 2 - Gigantic Power . . . 5% extra damage vs Dinosaurs, Dragons, and Giants 2 - Necrotic Mastery . . . 5% extra damage and defense verus undead 2 - Lucky . . . +5% Gold Gain, 5% chance to avoid death-dealing damage
3 - Squire's Training . . . Power +1500 3 - Squire's Inspiration . . . Health +6000 3 - Lingering Medicine . . . Consumable use also heals 1% of Health each second for 12 seconds 3 - Disenchanting Aura . . . 10% extra control resistance 3 - Second Wind . . . 10% extra stamina gain 3 - Constant Control . . . 10% extra Control Bonus 3 - Resourceful . . . 5% extra experience gain, 5% chance to avoid death-dealing damage
4 - Captain's Training . . . Power +1500 4 - Captain's Inspiration . . . Health +6000 4 - Incoming Healing . . . 10% Incoming Heal Bonus 4 - Simple Support . . . 10% increased companion influence 4 - Marathon Runner . . . Movement +10% 4 - Lingering Influence . . . Consumable use also gives +250 combined rating for 45 seconds 4 - Nimble . . . 25% less falling damage, 5% chance to avoid death-dealing damage
5 - Knight's Rampage . . . +375 to Power, Critical Hit, Combat Advantage, Accuracy, and Armor Penetration 5 - Knight's Last Stand . . . Health +1500, +375 to Defense, Deflect, Awareness, and Critical Avoidance 5 - Vampiric Weapon . . . 5% chance on at-will use to deal 50% extra damage, also healing for the amount of the increase 5 - Focused Precision . . . 5% extra critical severity 5 - Call of Power . . . 5% extra Action Point gain 5 - Quick Turnaround . . . 5% extra Recovery speed 5 - Blessed Touch . . . 5% extra outgoing healing
6 - Deathly Rage 1 . . . Combat Advantage +1500, +1500 damage per attack after 15 seconds of combat 6 - Deathly Rage 2 . . . Damage +5%
6 - Death's Bulwark 1 . . . Awareness, Critical avoidance, and Defense +750. Bonus doubled when under 50% health 6 - Death's Bulwark 2 . . . Gain temp health at start of combat equal to 10% of your maximum health
6 - Blood Lust 1 . . . Targets of your encounters have their awareness reduced by 1500 points (15 seconds) 6 - Blood Lust 2 . . . 25% chance on encounter to gain extra attack damage equal to 300% weapon damage
6 - Focused Retaliations 1 . . . Targets of your encounters have ArmorPen and Accuracy reduced by 1000 (10 seconds) 6 - Focused Retaliations 2 . . . 10% chance on encounter use to reflect 100% of targets damage dealt to you (10 seconds)
6 - Life Lessons 1* . . . attacks deal 5% extra damage and targets receive 1000 extra damage per second for 10 seconds 6 - Life Lessons 2* . . . 20% chance to deal 50% extra damage as life stealing damage, which heals you
6 - Enhanced Application 1* . . . Encounter powers reduce the next incoming damage by 20%. (expires after 2 seconds) 6 - Enhanced Application 2* . . . At-Will powers heal for 1000 health. Daily Powers heal 20% of health over 10 seconds
6 - Blessed Advantage 1 . . . Healed targets gain +2000 power and +2% recharge speed for 10 seconds 6 - Blessed Advantage 2 . . . enemies within 15' are burned for 100% of weapon damage each second for 5 seconds.
6 - Blessed Resilience 1 . . . Healed targets gain 3% of their health as Temporary Health and 10% stamina gain (10 sec) 6 - Blessed Resilience 2 . . . Target is also healed for 1% of their health each second for 10 seconds
* Only triggers when below 40% Health.
Do... do you want people to point out the trap choices you have that almost no one will take?
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
This is just not going to happen. First, I do nit think there will be any more design changes ... some bug fixes, and maybe some tweaked feats and fixes to scaling, but otherwise what we now have is what we will get. Second, many of those suggestions are either bad or have just a chance to trigger or a time limit - something which they are really trying to get rid of.
This is just not going to happen. First, I do nit think there will be any more design changes ... some bug fixes, and maybe some tweaked feats and fixes to scaling, but otherwise what we now have is what we will get. Second, many of those suggestions are either bad or have just a chance to trigger or a time limit - something which they are really trying to get rid of.
Not sure what you are seeing here. These are the same boons they had before, except with improvements to some of them. The main one I think you are referring to are the ones that give 5% chance to avoid death-dealing damage. Since many players want a boon which gives gold or exp bonus... but these are trap feats, I added value in the form of a saving throw vs death which only needs to proc on death.
I think that the two Master Boons whcih proc on low health is over-kill and limits our choices, so I would redo those too. Adaptation to provide something different, and Die Hard ( * procs at 40% or lower health).
6 - Adaptation 1 . . . On Daily use, enemies at full health within 50' become marked for 15 seconds. 6 - Adaptation 2 . . . AoE skills deal 10% more damage when in combat with one enemy, else other skills deal 10% more damage.
6 - Die Hard 1* . . . Regenerate 1% of Health each second. Stamina regenerates 20% faster. 6 - Die Hard 2* . . . Deal 20% more damage. Receive 20% less damage.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
The main one I think you are referring to are the ones that give 5% chance to avoid death-dealing damage.
Yea. The thing is, they are really trying to get rid of "conditional" things. It seems that one high-priority goal is to reduce the amount of calculations that are constantly going on. Reducing temporary effects that trigger when some condition is met goes a long way in that direction.
Now, from players' point of view, this can be either good or bad. One nice effect is that it should reduce lag, in particular in large battles against many opponents. The bad thing is that it makes combat less fun, and (combined with the removal of most buffs and debuffs) pretty much eliminates the need to communicate and coordinate timing during combat.
Further to my earlier comment where i suggested stats would need to be in the region of 60k and boons only provided a few thousand of this, following the latest Stat updates its even worse than that.
Based on your latest patch notes the maxed stats you need for a level 70 critter (level 70 is the only level you've provided accurate info on) we need to max everything, Arpen 57k, accuracy 57k, crit strike 52k, Combat advantage 97k, Defense 57k, deflect 57k, Crit resist 62k & Awareness 67k. This is for level 70 Mobs, level 80 will be higher and critters on LoMM higher still. Presumably future releases will get higher and higher. I think its safe to assume the bulk of that stats will need to be in the 80k region to cap in LoMM currently.
Boons currently have 5 ranks, increasing a stat by 250 per rank, so 1250 max. That's about 1.56% of your max cap provided by boons (Stronghold boons excluded) for LoMM. That's a joke, If I were a new player why would i grind Stormkings Thunder to the end, or Maze engine for another 250 stat points, when equipment is so easy to get at high levels, and this is a situation that will only get worse, as higher level content gets rolled out in the future and stats continue to creep up, because the Boons we can get are now locked in the % they contribute will diminish further and further.
On that note, now Boons are no longer zone specific, and the Boons we see are all the Boons you can get, what happens when somewhere down the road players have them all? will new Boons be released, or will players just not have to worry about winning any new boons in any new zones as they're will be no value?
I don't mind enchants providing high stats, they're expensive and time consuming to level up but Boons should provide the single highest uplift. They're the most time consuming items to get, they show a player has put the time in to play their class, and they encourage people to play content you have released. Please please re work so gear provides less stats and boons far far more to encourage people to go out and earn them.
Comments
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
I think that the two Master Boons whcih proc on low health is over-kill and limits our choices, so I would redo those too. Adaptation to provide something different, and Die Hard ( * procs at 40% or lower health).
6 - Adaptation 1 . . . On Daily use, enemies at full health within 50' become marked for 15 seconds.
6 - Adaptation 2 . . . AoE skills deal 10% more damage when in combat with one enemy, else other skills deal 10% more damage.
6 - Die Hard 1* . . . Regenerate 1% of Health each second. Stamina regenerates 20% faster.
6 - Die Hard 2* . . . Deal 20% more damage. Receive 20% less damage.
Now, from players' point of view, this can be either good or bad. One nice effect is that it should reduce lag, in particular in large battles against many opponents. The bad thing is that it makes combat less fun, and (combined with the removal of most buffs and debuffs) pretty much eliminates the need to communicate and coordinate timing during combat.
Based on your latest patch notes the maxed stats you need for a level 70 critter (level 70 is the only level you've provided accurate info on) we need to max everything, Arpen 57k, accuracy 57k, crit strike 52k, Combat advantage 97k, Defense 57k, deflect 57k, Crit resist 62k & Awareness 67k. This is for level 70 Mobs, level 80 will be higher and critters on LoMM higher still. Presumably future releases will get higher and higher. I think its safe to assume the bulk of that stats will need to be in the 80k region to cap in LoMM currently.
Boons currently have 5 ranks, increasing a stat by 250 per rank, so 1250 max. That's about 1.56% of your max cap provided by boons (Stronghold boons excluded) for LoMM. That's a joke, If I were a new player why would i grind Stormkings Thunder to the end, or Maze engine for another 250 stat points, when equipment is so easy to get at high levels, and this is a situation that will only get worse, as higher level content gets rolled out in the future and stats continue to creep up, because the Boons we can get are now locked in the % they contribute will diminish further and further.
On that note, now Boons are no longer zone specific, and the Boons we see are all the Boons you can get, what happens when somewhere down the road players have them all? will new Boons be released, or will players just not have to worry about winning any new boons in any new zones as they're will be no value?
I don't mind enchants providing high stats, they're expensive and time consuming to level up but Boons should provide the single highest uplift. They're the most time consuming items to get, they show a player has put the time in to play their class, and they encourage people to play content you have released. Please please re work so gear provides less stats and boons far far more to encourage people to go out and earn them.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.