Originally Posted by
Myrmel
To me, attack speed is the single most important thing to address in Champions – DPS or survivability issues in Red and Blue come far behind in my book. While leveling my lumbering low-dps Guardian main had always been a drag before HD, and leveling my fluidly slick Champion twink had always been great fun, it’s now the other way around (especially after Guards got a very nice speed boost in 12.2). All three Champion lines feel unbearably cumbersome. Of course, the buffs in Red and Yellow somewhat compensate that feeling, but especially at the beginning of fights, it’s just incredibly frustrating, especially because I don’t have any controll over the procs – it’s really amazing how little _fun_ it’s gotten to be to engange in fights until some buff has procced (and, in Red, tiered up)! I actually feel like being punished for playing a Champion while before HD it was a great gameplay experience (again: DPS have _nothing_ to do with this, it’s all about response, fluidity, player skill and control).
In Red line it is an added frustration that the 5-tier-buff completely expires soooo quickly – it made me curse in frustration more than once that I simply cannot keep up a consistent flow of play, without it being any of my fault or lack of skill. In landscape play the mobs often just don’t stand close enough to reach them in time, while in instances I may need to wait for group members, for heals or for power reg, whatever. The old 20 second Flurry was such a great skill – it was a skill that was worth spending pips on and it felt like an accomplishment to maintain the buff at all times, even in hectic battles.
In Yellow line, game play almost feels like before as soon as the Flurry buff is up. But then again I have also invested fairly heavily into Red for the attack speed trait – just so playing feels bearably fast and responsive! That shouldn’t be the case. It’s like what Turbine did with mounted combat at first: Make people spend lot’s of points on maneuverability, just so it becomes at all acceptably fun to ride a war steed. There was a good reason to fix this and make fairly good maneuverability a standard feature, not something to be acquired by lot’s of points and frustration on the way.
Why Blue line does not have an attack speed buff of any kind is completely beyond me. With Guardians it was always a given that any tank spec needed to play quick, highly responsive with low reaction times and fast animations, and with Guardians that was always the case. Now why would this be different with Champions’ tank spec? Tanks _need_ to be reactive and move with the flow of battle. If any spec needs a good attack speed buff, it’s Blue line.
At the end, I’d be happy with just getting good old Flurry back as a standard skill regardless of trait line – with an additional -10%-trait in Red line or whatever. Or, as long as we’re dreaming, why not speed up _all_ Champion skills by 20% throughout the board – it’s been done for Guardians, why not Champions? Fluidity is one of the major factors in game play enjoyment (I’m sure not only for me), so I think it would be well worth it.