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  1. #7
    Join Date
    Feb 2014
    Posts
    3,931
    Updated feedback from BR round 2:

    "The three variants of 'Howl' are once again Immediate skills.
    Tendon Shred is now correctly affected by the 'Slavering Fangs' corruption buff from Pounce.
    Piercing Claws now correctly benefits from the 'Scratch' buff from Feral Scratch and Snip."

    All great changes, thank you! Have some feedback for both Flayer and Shadow, and I'm going to prioritize the most important changes (in my opinion) by creating a hierarchy of needs at the bottom of the feedback.


    SHADOW:

    Overall Shadow damage still feels too low, see the below comparison (Shadow on the left)- auto attacks were disabled, but will have no tangible impact on the DPS comparison between Flayer and Shadow:



    This was with a target standing in Puddle, too- something that never happens in open field fights and is inconsistent in Group fights. Shadow only was around 8-10% more DPS than Flayer, despite being significantly squishier and contributing less utility.

    Shadow warg should aim to have around 30-35% more DPS than Flayer and should have slightly worse utility.

    To make this happen:

    1. Reduce cooldown of Scratch and Snip to 10s (from 15s). Loving the new autocrit buff, but Scratch and Snip's CD is too long in the quick and dynamic Warg rotation- this mechanic needs to be made available more often. Because FERAL Scratch and Snip is Shadow only, this would help Shadow DPS.
    2. Buff Eye Gouge and Swipe damage specifically while in Shadow. Both of these skills have utility in Flayer, but in Shadow, Swipe's damage is far too low, and Eye Gouge's damage is lower than the damage component on the debuff skills (Throat Rip/Cripple/Shadow Fangs). Buffing each of these by 20-25% while in shadow seems to be a decent ballpark goal.
    3. Introduce the Rend-tiering system for Shadow stance. This was a suggestion I had earlier, but making it Shadow stance exclusive would help deal with the Flayer/Shadow discrepancy, as well as increase Shadow warg utility. Leave Rend's initial application at 10% in Shadow, but on second application, have it strengthen the debuff to 15% incoming damage. I do not think tiering from 5, to 10, to 15% is a good idea (as I once suggested), as I think it would nerf Shadow warg's utility in burst situations- 3 tiers of Rend would just take too long to place on a burst target.
    4. Lastly, something to consider if one or more of the other options aren't viable, buff the Shadow stance passive buff from +15% Melee damage to something much higher, 45% or perhaps more (or make it multiplicative). It's an additive mastery % calculation, so Shadow Warg has actually been indirectly stealth nerfed every update as the mastery cap rises. Every time mastery goes up, Shadow warg's relative DPS goes down.

    ---

    Flayer:

    Overall Flayer seems to be in a really solid spot- a 100% uptime 25% inc heal debuff, decent single target DPS, extremely potent defense levels, and various potent attack duration/induction debuffs. I would argue that it's defensives are too high, and that it could use slightly more expansion in its utility.

    1. Reduce incoming Melee/Ranged damage Flayer buff from 10% to 5%. It stacks with Audacity, it stacks with food- it's just strong to a sort of silly level. The bubble buff was nice, the extra Beleriand mit buff was nice, the 5% will be nice- that's more than enough.
    2. Flayer Brutal Fangs needs to be tied to Mits, not armor. This is anywhere from 1-2% mit debuff, which is simply too low to hold serious relevance. Increasing this to 4-5% would add another tool in Flayer warg's kit without breaking the bank (Creeps need more mit debuffs as well).

    ---

    OVERALL:


    1. Please revert Sprint change- it's used as a skill cutter, it's used a defensive skill in group fights (to avoid melee train)- its status as an immediate was crucial on both counts.
    2. Fleas/Interrupts. Interrupt and Eye gouge still needs to be looked at (internal 7s CD is still the best option), but in the mean time, please just revert Fleas. Nobody asked for an additional passive interrupt.
    3. Consider sustain/defensive options. Using crit response as tools to unlock defensive skills is something we can take from Reavers (but applies infinitely better with the consistent crits from Wargs)- working Frenzy to apply a mit buff instead of evade rating is one step, but I would like to see Rabid bite turn into a small DoT that also applies a 10s HoT on the warg (that heals for around 100-150k total every 10s). This DoT/HoT would increase in potency by 30-40% when consuming a crit response. There's some ideas here that I'd be interested in seeing experimented with.
    4. Little detail to add, the Pounce corruption is cool, but sadly suffers from the same issues as Scratch and Snip- too long of an animation, and too long of a skill cooldown. If Pounce's animation were to be shortened, and the skill CD reduced to 10s, that would help!
    EDIT: Would be cool to move the mit debuff from Howl of the Unnverving to Rabid bite instead of the HoT idea (buff its damage too).


    BUGFIXES/BETA ISSUES:


    1. Please fix Shadow Fangs- still showing 25% inductions instead of 45% as listed.
    2. Please Fix Snap! It does not reduce outgoing damage multiplicatively (at least on actual damage applied). If this isn't something easily fixed, the best solution would be to simply increase its potency to 20% (so that it ends up being in the 10% reduction ballpark) AND giving it a damage component. You can remove the Silence/Disarm component- it's dumb.

    ---


    Priority List for Warg:

    1. BUG FIXES/BETA ISSUES
    2. SHADOW DPS/UTILITY:
    3. REVERTING SPRINT/FLEAS
    4. ADDRESS EYE GOUGE INTERRUPT
    5. FLAYER ADJUSTMENTS
    6. SUSTAIN/DEFENSIVE OPTIONS WITH FRENZY/RABID BITE


    Appreciate your work!
    Last edited by Spilo; Sep 08 2022 at 11:17 AM.
    ~Rank 11 Loremaster, Arkenstone~

    ~Rank 14 Warg, Arkenstone~

 

 

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