I've made a post in the PC feedback forums, BUT it was just stated in the stream that nobody reads it, only this. So! My 'megapost' for feedback and bug reports, which I'll update arbitrarily. Let's start with bugs!
Guardian Fighter:
Protector Capstone: Only stacks once, to 5% instead of four times, to 20%. Does not seem to stack at all with other outgoing damage reduction effects. Suggestion: Just make it a three hit passive that applies a 20% debuff on the third hit.
Scourge Warlock:
Wraith's Shadow: This encounter does not provide outgoing damage reduction as advertised.
Aura of Despair: This feat in the Temptation tree does not work. At all. ACT is actually implying it AMPLIFIES outgoing damage by 5%
Suggestion for both above: Make them grant unmitigable damage resistance in an AOE. Yes, it is a buff, but they don't work as they are.
Now, for Feedback:
Guardian Fighter:
Conqueror needs to be reworked to provide defensive power based on damage output, instead of increasing damage output. 'DPS' Guardians are getting absurd.
Scourge Warlock:
Damnation: There's a simple fix here. Have the soul puppet mirror your spells at 30% power/control strength on ITS CURRENT TARGET. For example, Arms of Hadar or Dreadtheft or Wraith's Shadow could be applied twice as stacking instances for boss fights, but at the same time Blades of Vanquished Armies could increase the puppet's survivability, double stacking Hellish Rebuke could increase single-target or AOE damage, etc. It creates a versatility spec that deals less damage, but can output more in the way of buffs/debuffs. Example:
-Soul Desecration: Your Soul Puppet is now permanent and will not dissipate after five hits. Additionally, every 15 seconds, the next time you deal damage you will summon a soul puppet. Soul Puppets no longer attack, instead selecting targets to cast weaker copies of every spell you use on (including dailies). (Ground targeted spells originating at the puppet (ala Gates of Hell).) Soul Puppets now prioritize the nearest target affected by a Lesser Curse, and always target enemies affected by Tyrannical Curse.
Temptation: Also a simple fix. Temptation lacks a cohesive direction because it's not good enough at support and healing to compete with DC or OP players, but loses too much damage to compete with Fury or even Damnation- the benefits stop at Dark Revelry. The capstone needs a rework, for which I have a suggestion. I've played a Temptation Scourge Warlock and a support-centered Warlock in 5e and 3.5e tabletop wise, and what the class needs to fulfill on the fantasy AND become viable is... A first level Necromancy spell called False Life. List format:
-Temptation capstone no longer heals. INSTEAD, it grants special stacking temp HP displayed as a GREEN overlay on the health bar.
-When you lifesteal, allies gain special False Life hitpoints. 25% of damage taken is redirected to these hitpoints, increased to 50% if a hit exceeds
75000 damage (scales with level). (This would be the text displayed on the capstone.)
-False Life gained is equal to 40% of the life stolen for allies within 50', 25% for the warlock, calculating in Lifesteal Severity and the Warlock's
Incoming Healing Bonus. Vampiric Embrace always counts as life stolen. (This creates a 'full healer' path that doesn't have to emphasize damage
nearly as much, makes Regeneration and Lifesteal Severity appealing, etc.)
-Maximum False Life is equal to 100000 or 50% of the WARLOCK'S max hp, whichever is lower.
-Compounded Soul can 'replace' the old Soul Bonding, to a degree. Instead of granting Temporary Hitpoints, the t2 feat can heal allies for 1.6/3.2/4.8/6.4/8% of the warlock's max hitpoints in a small area (25') when striking a cursed target with encounters (max once per second). This allows versatile builds that dip into temptation to have a 'smidgen of healing' and allows a 'full temptation healer' to heal the base hitpoint pool underneath False life- slowly.
-Together, these two changes and the bugfixes I request could push Temptation into a very strong, desirable spot. False Life SYNERGIZES with a 'healer class' instead of trying to compete. Scourge Warlock has always been the 'sit in your face' Striker, and Temptation is used as an 'offtank SW' more than a 'healer SW'. False Life pushes it into a FULL OUT SUPPORT DPS role, synergizing with other support classes as well as tanks and DPS for parties that don't include a DC or OP.
Trickster Rogue:
TR has a lot of issues, and I'm not an experienced player- HOWEVER. Their main problem is and always will be STEALTH in PVP. So my suggestion is this- give the TR a 'smoky indicator' (a puff of smoke around their position every 1.5 seconds) when stealthed, visible to the TR so they know when their position is being broadcast; TRs in stealth are now visible and targetable while within 10' of another player, but retain all other benefits of Stealth. This paves the road for weapon damage buffs, health pool buffs, etc.
A <Friendly Dragon>!
2
Comments
General game balance:
-Monsters and Bosses:
--Damage across the board reduced so that no monster or boss hits for more than 200k (before DR) with non-telegraphed attacks. E.G. Orcus no longer oneshots anyone with more than 50% DR. This provides healers and tanks a lot more breathing room to do their jobs with.
--All monsters are given 40% "Morale", a special form of damage resistance that cannot be overcome with a normal Resistance Ignored stat. This DR can only be reduced by player powers like the Guardian Fighter's mark or the Scourge Warlock's Pillar of Power, enchants like Plague Fire, or a new stat introduced as an 'armor kit' for artifacts that grants 5% 'demoralization', for a total possible 20%. (The Demoralization armor kit could come from a Mastercraft questline for every crafting class plus max-level Black Ice Shaping). This would still reward groups for bringing one of the classes with an 'armor break', 'buff' monsters to compensate for the lower outgoing damage, but not completely destroy players whose builds don't include Demoralization- since it would be possible to completely mitigate the Morale bonus with class abilities, given a cohesive group.
Guardian Fighter:
-Tab (Mark): Clarify tooltip to 'Reduces the marked target's armor by XX%, increases threat generation to marked targets by HAMSTER%, and gives combat advantage against marked targets.'
-Swordmaster:
--Steel Defense (Class Feature): No longer grants Immunity for 2 to 3.5 seconds on daily use. Instead: On Daily use, all incoming attacks are automatically guarded, preventing 40/60/80% of incoming damage before DR. Rank 4 bonus: Also grants 10% of your health as temporary hitpoints. Auto-guard and Temporary Hitpoints last 4 seconds, and do not 'stack' with the guardian's Shift ability. Context: As long as Steel Defense grants immunity, there's going to be some way to abuse it. The solution is not to make the immunity shorter, but to make the feature itself healthier.
Auto-guard fits much better with the 'theme' of Steel Defense- a mastery of bladework so great that defense is automatic, no matter how wildly one attacks. Functionally, you're giving the tank a chance to get stamina back, just like now, but you aren't giving them any more defensive power than they could have had holding down shift. You're giving them OFFENSIVE power, by letting them use encounters for 5 seconds without risk of instadeath, as the paragon path is themed around. Additionally, you're rewarding 'tank' builds that use Tactician differently from "DPS" builds that use Conqueror; a Conqueror's AP generation is much lower than a Tactician's, naturally, and by guarding attacks instead of granting immunity, you do two things: Allow AP generation for players actually filling the 'tank' role, and give healers a consistent chance to do their work. As it stands now, my 2.7 Guardian Fighter can solo tank Orcus without a healer, given appropriately low ping, even if it's a feat. That's not a healthy class feature that enables such a strategy. Side note, however; the auto-guard effect should begin before the animation of the daily, hence the prescribed 5 second duration.
-Iron Vanguard:
--Trample the Fallen: Marked targets now count as controlled for the purposes of this class feature.
--Ferocious Reaction: Forget all the old stuff. Now: Taking damage builds Ferocity stacks. Each stack reduces incoming damage (before DR) by 4/6/8/10%, up to 5 stacks (20/30/40/50% damage mitigated before DR). Using a damaging encounter power consumes these stacks to apply a taunt and DoT to nearby enemies that lasts 0.75 seconds per stack of Ferocity. (Suggestion: DoT is equal to 120% of weapon damage per second, scaling with both Power and buffs) The reasoning on this is simple- it provides a clear tradeoff and adds a mechanic and therefore depth to builds that use it. On a per-combat basis, the GF player can make a conscious decision between managing his stacks as he gets them to increase his damage and hold onto threat better- for example, to control mob packs. Giving GFs another taunt in their arsenal makes this job infinitely easier, and fits the IV thematic far better than Ferocious Reaction's current niche, which serves only to frustrate players in PVP.
--Enduring Warrior: This feature is garbage. Here's a better suggestion: Your damaging encounters grant temporary hitpoints equal to 40% of their damage dealt. These temporary hitpoints don't stack with themselves or any other temphp. Done; easy. It procs Conqueror feats, it adds survivability, what more do you want?