micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited December 2020
I would like to suggest, a "compromise" between open selection which has it's own issues, lack of trade offs, and per the post has implementation problems, and the current fixed per paragon thing, that will always make someone not happy with the choice they get, either it's not optimal, creates loser classes, doesn't fit play style, doesn't match with the gear and so on.
Seems to me that technically forte bonus works like sort of a feat that creates multipliers to other stats (very simple).
So how about this, create several Forte groups, they can be of couple of stats or more. And allow a selection of the Forte group. Each can come with some less welcomed stats, or all can be aimed towards actual specializations, that's up to the designers to chose. It leaves the option to add more of them in the future, and all the currently implemented can be used.
Ideas can be, Forte distributions for: healers, dps with more focused, dps with more spread, dps with focus on crit, more tanky dps, control oriented dps, tank with deflect, tank with awareness, "balanced" that spread little to all major stats. etc.. (just ideas)
They can even balance around more focused stats have less bonus overall, while more stats give a bit more, similar to one stats vs triple enchants. Three stat forte can be 50,25,25, totals to 100% while a 5 stat forte can be 25 20 20 20 20 totaling to 105% Or the other way, more stats you spread, less total you get (it's late and I didn't really think what's better or worse)
For example, and the names and actual stats distributions are just for the example, a player can choose any one distribution, but only one, regardless of the role or paragon. The names are only to convey the idea here.
The groups are predetermined and hardcoded, but allow selection as a spec, and players can vary per PvP / PvE, play style, and what not.
Visually it can be something like this:
Selected part of the spec, one option out of the possibilities. It will also create thematic cohesion with players can chose some specialization for their character.
Edit: In other words: Having a number of presets and picking one of those.
I'm actually kinda changing my mind on accuracy for the OP tank - if the stat is now the new armor pen, I'd have to max it anyway to hold aggro. I would prefer that the minor Fortes should be pickable - bearing in mind that the OP is now the ONLY class that doesn't have a full DPS option for soloing.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
3
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
Combat advantage thematically can be granted from a lot of various reasons, including (but not limited to):
Balancing
Blinded
Climbing
Dazed
Flanked by the attacker
Helpless
Prone
Restrained
Running
Squeezing
Stunned
Surprised
Unable to see the attacker
Unaware of you
Unconscious
Obviously a lot is table top rpg oriented, but there can be a lot of ways to integrate it not as forced stat but part of a mechanic and situational need.
Limit light or line of sight (fog, darkness) and people who are outside of some candle or specified clear area get CA vs them. Fail some dps check or mechanics check and some gas floods and disorients (grants CA). Spikes or bombs explode and grant CA due to surprise if the player near them.
This is what I came up with just while typing the post. I'm sure the team can come up with much more creative ideas.
But in any case, CA / Awareness is the only stat that has any skill involved, in this case, actual positional awareness and not pure chance or a forced stats. Seems to me that making the stat more needed will be to increase the difficulty in terms of actual skill that used to bypass it.
With the example above avoid fast moving fog clouds or get the stat, a skill / learning mechanics / stat trade off.
Hello there! Just a couple of toughts: - 100% CA uptime in boss fights looks a bit too much imho, making awareness itself too powerful after being neglected by long time. It could make sense adding that as situational bonus or a boss mechanic, for example: adding nightmare wizardry's feat functionality (CA after a critical strike) to Halaster. For future bosses some mob spawn or some other mechanics like stealth/mark could work either. - Forte distribution: are you aware that changing bonus allocation will just create unbalances for DPS class without creating any diversity (any class will have its own predetermined meta setups and strenght/weakness), as stats like Accuracy and CA will always be way more needed than Critical Strike and Critical Severity? If a free allocation or some fixed setups are requiring too much developing time I would go for the following options (one can work but even both can be implemented): a. balance Critical Strike and Critical Severity to be in par with accuracy and CA, doubling crit severity effectiveness (cap at 180%) should work. b. rework forte for damage dealing classes to be allocated 25|25|25|25 into Accuracy|Combat Advantage|Critical Strike|Critical severity. Thank you and have a good day.
4
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Making bosses have permanent CA is a bad solution, IHMO is like raising their damage. Situational CA is good, with effects that can be avoided like some anounced attacks, effects in the map (ice in floor, electricity, etc), or ads. There are lots of options, but please dont make it another mandatory stat.
also @ramesh84 I agree that critical may look inferior to CA or accuracy, but criticals usually proc other effects, like lostmauth set, some companions, gear items, etc. That proc "on critical strike". So doubling its effectiveness is too much IMHO. Raising a bit the cap of critical severity can be a good idea but 180% is too much.
Also I insist in the need to have a versatile forte mechanism. Changing the secondary stats for both paragons is a good step (thanks for considering it), but if you look at the long term, the new system allow us to have more options to build our character, and a fixed stat like this, only limit our choices.
I would like to go back with the initial rolls (arrays of stats) for each ability, so you can customice more your char. This is the core of DnD.
From another point of view, forte - as it is now - more resembles race features than some class specialization. It would be much more natural if for example dwarfs would get bonus to defence, divinity regeneration and outgoing healing regardless if they go pally or rogue.
I mean, if you would make a dwarf forester, he would most probably not gain elf's love for trees. He would likely keep the dvarven inherent paranoia that trees are trying to murder him.
@noworries#8859 Please revert the change of Hellbringers forte, you changed combat advantage to Crit strike which is a direct downgrade in terms of balancing dps stats efficiently. You did so to make loadout gearing easier but that was never an issue with switching from dps to healer since you expect to change gear. Those complaints were made by paragons with 2 dps paths that shouldn’t have to change gear to be viable on them. I would appreciate if you reverted the change to Hellbringer specifically.
I (and quite a few other Warlocks) was personally happy with the original setup re-Warlocks @""noworries#8859"
HB could have kept CA, and all you needed to do was change Weavers CA to Crit. People mentioned keeping Forte stats the same across both paragons (for easier gearing up) which is fine if both paragons have the same role, but going from DPS to Healer (similarly with Tank to DPS or Tank to Healer) would require different setups anyway in terms of gear, companions etc. It seems fitting that there would also be variety between Forte stats if the paragons are different roles.
I also liked that CA as part of Forte allowed for options in builds. Want to do a Crit + Crit Sev build? Devastating critical gives you a bump with 10% Crit Sev boost. Want to try a Acc + CA build? Forte will help with CA. It felt like it afforded more options.
Post edited by samfandango#1314 on
5
pyrosorcererMember, NW M9 PlaytestPosts: 137Arc User
@noworries#8859 Agreeing to what is mentioned above, the same forte stat only makes sense on classes with two of the same paragon, aka two dps paragons. When switcing between roles, be it tank, heal or dps, to any other you will want to, or even have to, switch gear regardless.
As also mentioned this system of different Forte bonuses between the classes will just further enhance class inequality and make some classes have clear advantages against others. I would rather recommend having the same Forte bonuses for the same type of paragon, for example Accuracy for all dps, as they will all need it, and crit for all healers as that will most likely be a must have there too.
I don't understand the need to have a "same" forte across two entirely different roles, in which way one of the paragons might be in luck, but the other being given something they don't need at all. Very apparent was it with the Forte for Hellbringer Warlock that had Combat Advantage, which makes sense given the Hellbringer has specific powers that utilizes Combat Advantage. It was here more of an issue that the healer had CA as well, while the best solution here would be to give Hellbringer CA and Soulweaver Crit.
The defense bonus on barb tanks after the December 11th patch is not applying properly on Barbarian Sentinel.
Before the patch:
After the patch:
I'm using the same consumables for both pictures: Caprese, Foehammer's Favor Elixir, Superior Flask of Potency +1, and Prime Rib.
The bonus is not being applied at all. The reason my defense stat is higher after the patch is because the Ring of the Condemned may be bugged and is giving more stats than it was before the update. Ill post about that in a more relevant section.
The stats from the other rings that drop from Mog/Gary also appear to be bugged.
Why the heck have you changed Wizards' Thaumaturge forte to CA instead of Crit. Chance? Thaumaturges have no source of combat advantage during fights, wasted stat. It was better before.
3
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Why the heck have you changed Wizards' Thaumaturge forte to CA instead of Crit. Chance? Thaumaturges have no source of combat advantage during fights, wasted stat. It was better before.
I think most Wizards would prefer CA, the dps output is way better than crit. Thaumaturge has just as much source of CA as most other classes, in the form of a tank ally.
Barbarian Blademaster - Could you please bring back Severity Deflection ? Please remember that we are not invisible and do not have a shield, besides being very difficult to dodge with sprint and being the only class i know that causes damage to yourself.
Why the heck have you changed Wizards' Thaumaturge forte to CA instead of Crit. Chance? Thaumaturges have no source of combat advantage during fights, wasted stat. It was better before.
I think most Wizards would prefer CA, the dps output is way better than crit. Thaumaturge has just as much source of CA as most other classes, in the form of a tank ally.
Thats in the boss fights, in aoe wiz are outperformed by most classes. No point in investing in a paragon that is AoE focused and has 0 sinergie with CA.
> @malistaire#9098 said: > The defense bonus on barb tanks after the December 11th patch is not applying properly on Barbarian Sentinel. > > Before the patch: > > > > After the patch: > > > I'm using the same consumables for both pictures: Caprese, Foehammer's Favor Elixir, Superior Flask of Potency +1, and Prime Rib. > > The bonus is not being applied at all. The reason my defense stat is higher after the patch is because the Ring of the Condemned may be bugged and is giving more stats than it was before the update. Ill post about that in a more relevant section. > > > > > The stats from the other rings that drop from Mog/Gary also appear to be bugged.
The stats are not bugged. Look at the combined rating. It actually ends up giving the same to your stats as the other 1,100 item level rings. More primary stats, less combined rating, total stats given should be the same if you add it up.
0
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Why the heck have you changed Wizards' Thaumaturge forte to CA instead of Crit. Chance? Thaumaturges have no source of combat advantage during fights, wasted stat. It was better before.
I think most Wizards would prefer CA, the dps output is way better than crit. Thaumaturge has just as much source of CA as most other classes, in the form of a tank ally.
Thats in the boss fights, in aoe wiz are outperformed by most classes. No point in investing in a paragon that is AoE focused and has 0 sinergie with CA.
The stats are not bugged. Look at the combined rating. It actually ends up giving the same to your stats as the other 1,100 item level rings. More primary stats, less combined rating, total stats given should be the same if you add it up.
16500 / 15 = 1100 + 440 = 1540 IL ring
Compare it to the defending ring of the sentinel 3030/15 = 202 + 808 = 1010 IL ring which is what it's.
Why the heck have you changed Wizards' Thaumaturge forte to CA instead of Crit. Chance? Thaumaturges have no source of combat advantage during fights, wasted stat. It was better before.
I think most Wizards would prefer CA, the dps output is way better than crit. Thaumaturge has just as much source of CA as most other classes, in the form of a tank ally.
Thats in the boss fights, in aoe wiz are outperformed by most classes. No point in investing in a paragon that is AoE focused and has 0 sinergie with CA.
CA works with AoE builds too...
It does...if you wait for the tank. Nobody does that.
Warlocks do, and also rogues get it from class mechanics.
Here is the deal:
- Hunters will hit hard Aoe, becaus their max Acc. will fully negate critters Deflect Severity. That will grant them an average of 25% Total damage in any sort of foes that they face (i.e: trash mobs and bosses); - Rogues are ok, because they get CA from stealth; - Warlocks are ok, beacuse they get CA from No Pity no Mercy; - Barbarians will have to invest in Crt. Chance, but no probs, beacause their main source of damge comes from a single At-Will that is AoE...as they don't directly rely on encounters to hit AoE, they don't need an extremely high crit .chance; - I don't know about Clerics and Fighters...so I won't talk about them; - Finally, we've got Wizards, that heavily rely on Encounters for dps in both paragons, have tons of sinergies with crit chance. Arcanists are ok to have ca, because its a single target Paragon anyway...but we have no ways to give CA to Thaumaturges, which are AoE oriented, except positioning and active companions.
If we consider those, it is simply underwhelming to have 12~25% CA in a paragon that is already underperforming. Once again, I'm talking about AoE here, for Single Target, Im totally fine to have CA. But Thaumaturge paragon is not designed to deal with single targets propperly. It has less single target spells, less self buffs and low magnitudes overall than arcanists.
TBH, I'm much more unconfortable in having Crit. Avoidance in defensive stats than Awarness/Defence for Wizards. Specially because YOU HAVE to go inside the pack of critters in order to hit as many critters as possible with your Encounters, which makes you pretty vulnerable to incoming CA damage.
For about a year, by hook or crook, donation and spray, I collected 15 charms. On the server for testing, I found out that everything is in vain, runes and magic stones will have to be completely changed, I am naked and barefoot bankrupt. Part of this bankruptcy (which suddenly befell many players) can be avoided by increasing the Power bar, for example, to 150%. Still as option 90% but from any sources, not dividing on 50% and 40 % from other sources.
It would be very good to rework the new Forte (useless for me, giving me now unnecessary Power of 50%). Give me a choice of what stats this Forte will provide. This choice will also provide some variety in the builds.
Извиняюсь за плохой английский и интернет перевод.
Forte is reaching some serious situations where two people playing two different classes but similar builds with two different Forte attributes obtain different results. For my personal testing the problem have few potential sources: The fact that almost any class can cap crit severity without any real effort by using potions and foods, the lack of companions with 7.5% accuracy bonus, Crit Severity Collar (no accuracy collar, no critical strike collar, no combat advantage collar) and most important Forte. While solving first three problems seems to be easyer to fix it may develop another problems giving other classes a close % to 90% cap. Forte seems to be the primary problem in this context:
Keep that in mind both have similar ratings, similar companion setup (the main source of %) excepting one companion (rogue uses crit severity 3.8% while barbarian uses accuracy, secondary status being the same combat advantage)
Those are a rogue statuses with full setup, full buff in combat.
Those are a barbarian statuses with full setup, in combat.
Rogue managed to get Crit Severity up from ratings, from using Crit Severity Collar (using a Crit Severity Collar on a barbarian will overcap Crit Severity while full buffed) and from companion bonus. Barbarian lack over 10% accuracy and also some Combat Advantage.
In my opinion Forte should be a free mechanic to choose between all combination available. With this new system I will find a fair situation to have Critical Strike, Accuracy and Combat advantages % on Wayfaring Collars as well. Also the Combined Rating bonus on collars should match the item level since it creates a gap between Item Level and Statuses. When I unequip collars I notice a slightly increase to my %. I don t know why. There should be Elixirs with Crit Strike, Combat Advantage, Accuracy as well since the only Elixir that really worth to use is Wild Storm Elixir and for some setups it may not be the best option.
@noworries#8859 An answer to to the situation will be much appreciated. Maybe I don t fully understand how the system works or perhaps there is not intended that different classes with different Forte attributes to have similar end results regarding their statuses. For me it should, because we all make the same effort to reach the endgame and I don t see the point where some of us should be penalised by the class mechanic or some particular items.
Thank you.
7
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Is impossible to cap accuracy on wizards. tryed everything
Comments
Seems to me that technically forte bonus works like sort of a feat that creates multipliers to other stats (very simple).
So how about this, create several Forte groups, they can be of couple of stats or more. And allow a selection of the Forte group.
Each can come with some less welcomed stats, or all can be aimed towards actual specializations, that's up to the designers to chose. It leaves the option to add more of them in the future, and all the currently implemented can be used.
Ideas can be, Forte distributions for: healers, dps with more focused, dps with more spread, dps with focus on crit, more tanky dps, control oriented dps, tank with deflect, tank with awareness, "balanced" that spread little to all major stats. etc.. (just ideas)
They can even balance around more focused stats have less bonus overall, while more stats give a bit more, similar to one stats vs triple enchants. Three stat forte can be 50,25,25, totals to 100% while a 5 stat forte can be 25 20 20 20 20 totaling to 105%
Or the other way, more stats you spread, less total you get (it's late and I didn't really think what's better or worse)
For example, and the names and actual stats distributions are just for the example, a player can choose any one distribution, but only one, regardless of the role or paragon. The names are only to convey the idea here.
'Healer Forte':
Power: 30%
Outgoing Healing: 30%
Resource Regen thing: 30%
Defense: 10%
DPS Forte 1:
Power: 30%
Accuracy: 30%
Critical Strike: 20%
Deflect: 20%
Tanky Control:
Power: 20%
Control Bonus: 40%
Defense: 40%
Tanky:
Accuracy: 20%
Deflect: 40%
Defense: 40%
And so on.....
The groups are predetermined and hardcoded, but allow selection as a spec, and players can vary per PvP / PvE, play style, and what not.
Visually it can be something like this:
Selected part of the spec, one option out of the possibilities. It will also create thematic cohesion with players can chose some specialization for their character.
Edit: In other words: Having a number of presets and picking one of those.
secondary defensive forte for dps should be either deflect (ranged?) or deflect sev (melee?)
secondary offensive for heal should be either crit strike or crit sev
PS : Love idea in above post about Forte presets
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
Member of Casual Dailies - XBox
Combat advantage thematically can be granted from a lot of various reasons, including (but not limited to):
- Balancing
- Blinded
- Climbing
- Dazed
- Flanked by the attacker
- Helpless
- Prone
- Restrained
- Running
- Squeezing
- Stunned
- Surprised
- Unable to see the attacker
- Unaware of you
- Unconscious
Obviously a lot is table top rpg oriented, but there can be a lot of ways to integrate it not as forced stat but part of a mechanic and situational need.Limit light or line of sight (fog, darkness) and people who are outside of some candle or specified clear area get CA vs them.
Fail some dps check or mechanics check and some gas floods and disorients (grants CA).
Spikes or bombs explode and grant CA due to surprise if the player near them.
This is what I came up with just while typing the post. I'm sure the team can come up with much more creative ideas.
But in any case, CA / Awareness is the only stat that has any skill involved, in this case, actual positional awareness and not pure chance or a forced stats. Seems to me that making the stat more needed will be to increase the difficulty in terms of actual skill that used to bypass it.
With the example above avoid fast moving fog clouds or get the stat, a skill / learning mechanics / stat trade off.
Just a couple of toughts:
- 100% CA uptime in boss fights looks a bit too much imho, making awareness itself too powerful after being neglected by long time. It could make sense adding that as situational bonus or a boss mechanic, for example: adding nightmare wizardry's feat functionality (CA after a critical strike) to Halaster. For future bosses some mob spawn or some other mechanics like stealth/mark could work either.
- Forte distribution: are you aware that changing bonus allocation will just create unbalances for DPS class without creating any diversity (any class will have its own predetermined meta setups and strenght/weakness), as stats like Accuracy and CA will always be way more needed than Critical Strike and Critical Severity? If a free allocation or some fixed setups are requiring too much developing time I would go for the following options (one can work but even both can be implemented):
a. balance Critical Strike and Critical Severity to be in par with accuracy and CA, doubling crit severity effectiveness (cap at 180%) should work.
b. rework forte for damage dealing classes to be allocated 25|25|25|25 into Accuracy|Combat Advantage|Critical Strike|Critical severity.
Thank you and have a good day.
also @ramesh84 I agree that critical may look inferior to CA or accuracy, but criticals usually proc other effects, like lostmauth set, some companions, gear items, etc. That proc "on critical strike". So doubling its effectiveness is too much IMHO. Raising a bit the cap of critical severity can be a good idea but 180% is too much.
Also I insist in the need to have a versatile forte mechanism. Changing the secondary stats for both paragons is a good step (thanks for considering it), but if you look at the long term, the new system allow us to have more options to build our character, and a fixed stat like this, only limit our choices.
I would like to go back with the initial rolls (arrays of stats) for each ability, so you can customice more your char. This is the core of DnD.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
I mean, if you would make a dwarf forester, he would most probably not gain elf's love for trees. He would likely keep the dvarven inherent paranoia that trees are trying to murder him.
HB could have kept CA, and all you needed to do was change Weavers CA to Crit. People mentioned keeping Forte stats the same across both paragons (for easier gearing up) which is fine if both paragons have the same role, but going from DPS to Healer (similarly with Tank to DPS or Tank to Healer) would require different setups anyway in terms of gear, companions etc. It seems fitting that there would also be variety between Forte stats if the paragons are different roles.
I also liked that CA as part of Forte allowed for options in builds. Want to do a Crit + Crit Sev build? Devastating critical gives you a bump with 10% Crit Sev boost. Want to try a Acc + CA build? Forte will help with CA. It felt like it afforded more options.
Agreeing to what is mentioned above, the same forte stat only makes sense on classes with two of the same paragon, aka two dps paragons. When switcing between roles, be it tank, heal or dps, to any other you will want to, or even have to, switch gear regardless.
As also mentioned this system of different Forte bonuses between the classes will just further enhance class inequality and make some classes have clear advantages against others. I would rather recommend having the same Forte bonuses for the same type of paragon, for example Accuracy for all dps, as they will all need it, and crit for all healers as that will most likely be a must have there too.
I don't understand the need to have a "same" forte across two entirely different roles, in which way one of the paragons might be in luck, but the other being given something they don't need at all. Very apparent was it with the Forte for Hellbringer Warlock that had Combat Advantage, which makes sense given the Hellbringer has specific powers that utilizes Combat Advantage. It was here more of an issue that the healer had CA as well, while the best solution here would be to give Hellbringer CA and Soulweaver Crit.
Before the patch:
After the patch:
I'm using the same consumables for both pictures: Caprese, Foehammer's Favor Elixir, Superior Flask of Potency +1, and Prime Rib.
The bonus is not being applied at all. The reason my defense stat is higher after the patch is because the Ring of the Condemned may be bugged and is giving more stats than it was before the update. Ill post about that in a more relevant section.
The stats from the other rings that drop from Mog/Gary also appear to be bugged.
> The defense bonus on barb tanks after the December 11th patch is not applying properly on Barbarian Sentinel.
>
> Before the patch:
>
>
>
> After the patch:
>
>
> I'm using the same consumables for both pictures: Caprese, Foehammer's Favor Elixir, Superior Flask of Potency +1, and Prime Rib.
>
> The bonus is not being applied at all. The reason my defense stat is higher after the patch is because the Ring of the Condemned may be bugged and is giving more stats than it was before the update. Ill post about that in a more relevant section.
>
>
>
>
> The stats from the other rings that drop from Mog/Gary also appear to be bugged.
The stats are not bugged. Look at the combined rating. It actually ends up giving the same to your stats as the other 1,100 item level rings. More primary stats, less combined rating, total stats given should be the same if you add it up.
Compare it to the defending ring of the sentinel
3030/15 = 202 + 808 = 1010 IL ring which is what it's.
Cheers
Is there any chance that we could have CA over hard CCed targets?
That would be a good way to provide extra CA in the game.
> It does...if you wait for the tank. Nobody does that.
>
> Cheers
Some classes have a feat or class feature that give CA when you do a critical hit... like the warlock or wizard...
Warlocks do, and also rogues get it from class mechanics.
Here is the deal:
- Hunters will hit hard Aoe, becaus their max Acc. will fully negate critters Deflect Severity. That will grant them an average of 25% Total damage in any sort of foes that they face (i.e: trash mobs and bosses);
- Rogues are ok, because they get CA from stealth;
- Warlocks are ok, beacuse they get CA from No Pity no Mercy;
- Barbarians will have to invest in Crt. Chance, but no probs, beacause their main source of damge comes from a single At-Will that is AoE...as they don't directly rely on encounters to hit AoE, they don't need an extremely high crit .chance;
- I don't know about Clerics and Fighters...so I won't talk about them;
- Finally, we've got Wizards, that heavily rely on Encounters for dps in both paragons, have tons of sinergies with crit chance. Arcanists are ok to have ca, because its a single target Paragon anyway...but we have no ways to give CA to Thaumaturges, which are AoE oriented, except positioning and active companions.
If we consider those, it is simply underwhelming to have 12~25% CA in a paragon that is already underperforming.
Once again, I'm talking about AoE here, for Single Target, Im totally fine to have CA. But Thaumaturge paragon is not designed to deal with single targets propperly. It has less single target spells, less self buffs and low magnitudes overall than arcanists.
TBH, I'm much more unconfortable in having Crit. Avoidance in defensive stats than Awarness/Defence for Wizards. Specially because YOU HAVE to go inside the pack of critters in order to hit as many critters as possible with your Encounters, which makes you pretty vulnerable to incoming CA damage.
https://ibb.co/g71SF9X
Depending on how an insignia bonus works, it can reach 72% critical chance casually.
It's much easier to give us a chance to choose than to try to differentiate ourselves in a rigid way.
Part of this bankruptcy (which suddenly befell many players) can be avoided by increasing the Power bar, for example, to 150%. Still as option 90% but from any sources, not dividing on 50% and 40 % from other sources.
It would be very good to rework the new Forte (useless for me, giving me now unnecessary Power of 50%). Give me a choice of what stats this Forte will provide. This choice will also provide some variety in the builds.
Извиняюсь за плохой английский и интернет перевод.
Keep that in mind both have similar ratings, similar companion setup (the main source of %) excepting one companion (rogue uses crit severity 3.8% while barbarian uses accuracy, secondary status being the same combat advantage)
Those are a rogue statuses with full setup, full buff in combat.
Those are a barbarian statuses with full setup, in combat.
Rogue managed to get Crit Severity up from ratings, from using Crit Severity Collar (using a Crit Severity Collar on a barbarian will overcap Crit Severity while full buffed) and from companion bonus.
Barbarian lack over 10% accuracy and also some Combat Advantage.
In my opinion Forte should be a free mechanic to choose between all combination available.
With this new system I will find a fair situation to have Critical Strike, Accuracy and Combat advantages % on Wayfaring Collars as well. Also the Combined Rating bonus on collars should match the item level since it creates a gap between Item Level and Statuses. When I unequip collars I notice a slightly increase to my %. I don t know why.
There should be Elixirs with Crit Strike, Combat Advantage, Accuracy as well since the only Elixir that really worth to use is Wild Storm Elixir and for some setups it may not be the best option.
@noworries#8859 An answer to to the situation will be much appreciated. Maybe I don t fully understand how the system works or perhaps there is not intended that different classes with different Forte attributes to have similar end results regarding
their statuses. For me it should, because we all make the same effort to reach the endgame and I don t see the point where some of us should be penalised by the class mechanic or some particular items.
Thank you.
Caturday Survivor
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