Making Shadowblades sexy
Posted: Sun Aug 14, 2011 5:44 pm
Shadowblade, as a name and concept, sounds very sexy. The implementation is unfortunately quite underwhelming.
Nice things about ShadowBlades:
-loads of mobility options (rush, phase, teleport, shadowstep, PT)
-some cool spell support (illuminate, invisibility and the temporal stuff in particular)
-mostly based on sustains and passives, so you don't have to play around with lots of activates and cooldowns in normal combat - straight attack is your default action
Bad things about ShadowBlades:
-few offensive spells (and no damage ones)
-only 1 custom tree
-that one custom tree is severely lacking in useful skills
-many of the cool spell options available are immensely expensive for a class that is generally too spread thin to invest heavily in Willpower
-the "shadow" theme is underplayed, with only 1 darkness damage talent
My main beef is with the 1 custom tree. A critique of its talents:
* Shadow Combat - the only damage ability in the game which scales purely with talent level (I think), and the only ability in the game that becomes more expensive as you increase it. Maxed out it causes 15 damage for 4.3 Mana. Really pitiful when you compare it with any other talent. Especially compare it to Frost Hands and Fiery Hands, which do far more for no ongoing cost!
* Shadow Cunning - not too bad, but my main beef is that Shadowblades have few spells that actually rely on spellpower, as many have functionality based mostly on talent level. This isn't as useful as the Arcane Blade equivalent.
* Shadow Feed - no problem with this, though SBs don't burn through mana as regularly as Arcane Blades, so it's a bit less useful than their equivalent ability.
* Shadowstep - A Rush, but without any damage dealt, and costing twice as much?! The cooldown may be lower, but the usefulness is nil! 100 stamina is not something to blow away when trying to close in on an enemy. Oh, and this is a level 4 talent, compared with Rush as a level 2 talent. Gah! It can pass through walls, but without innate ESP like Cursed this isn't too special (they can get Arcane Eye, of course, but that's a locked tree, and is of more limited use).
So, things I'd recommend:
1. Scale Shadow Combat damage with spellpower (I understand this is in SVN, but looking at the code it's still too low for the cost). It needs to have a decent base amount to be useful at the start of the game, and scale high enough to be worth investing in for the long term. As the only really unique ability the class has it must be something that stands out.
2. Give SC a set mana cost (and make it low - no more than 1 or 2). No ability should get worse as you increase it. Potentially remove the mana cost entirely, making it in line with Fiery Hands.
3. Change Shadowstep to attack the target (maybe doing 120% darkness damage?)
4. Reduce the cost of Shadowstep, maybe give it a mana cost instead (since that's easier to replenish)
5. Or replace Shadowstep with something that isn't just Rush repackaged - make it a phase that does a ball of darkness damage that confuses upon arrival, for instance. Just don't give it a prohibitive cost.
Ultimately it needs more though. Another unique tree that really solidifies the darkness theme of the class. Some thoughts on things that would be useful:
- A sustain that changes your attack to be partly darkness damage instead of physical
- Darkness damage % increase and darkness penetration
- Status effects on enemies, such as silence, pinning, confusion
- Pulling a single enemy in close with a strike on it
- Some ranged projection attack (like Wave of Power)
- Ability to create darkness fogs (like duathedlen) and to see in them
Other suggestions welcome. It seems like other classes have had some nice refinements in the last few months whilst Shadowblades have been left behind.
Nice things about ShadowBlades:
-loads of mobility options (rush, phase, teleport, shadowstep, PT)
-some cool spell support (illuminate, invisibility and the temporal stuff in particular)
-mostly based on sustains and passives, so you don't have to play around with lots of activates and cooldowns in normal combat - straight attack is your default action
Bad things about ShadowBlades:
-few offensive spells (and no damage ones)
-only 1 custom tree
-that one custom tree is severely lacking in useful skills
-many of the cool spell options available are immensely expensive for a class that is generally too spread thin to invest heavily in Willpower
-the "shadow" theme is underplayed, with only 1 darkness damage talent
My main beef is with the 1 custom tree. A critique of its talents:
* Shadow Combat - the only damage ability in the game which scales purely with talent level (I think), and the only ability in the game that becomes more expensive as you increase it. Maxed out it causes 15 damage for 4.3 Mana. Really pitiful when you compare it with any other talent. Especially compare it to Frost Hands and Fiery Hands, which do far more for no ongoing cost!
* Shadow Cunning - not too bad, but my main beef is that Shadowblades have few spells that actually rely on spellpower, as many have functionality based mostly on talent level. This isn't as useful as the Arcane Blade equivalent.
* Shadow Feed - no problem with this, though SBs don't burn through mana as regularly as Arcane Blades, so it's a bit less useful than their equivalent ability.
* Shadowstep - A Rush, but without any damage dealt, and costing twice as much?! The cooldown may be lower, but the usefulness is nil! 100 stamina is not something to blow away when trying to close in on an enemy. Oh, and this is a level 4 talent, compared with Rush as a level 2 talent. Gah! It can pass through walls, but without innate ESP like Cursed this isn't too special (they can get Arcane Eye, of course, but that's a locked tree, and is of more limited use).
So, things I'd recommend:
1. Scale Shadow Combat damage with spellpower (I understand this is in SVN, but looking at the code it's still too low for the cost). It needs to have a decent base amount to be useful at the start of the game, and scale high enough to be worth investing in for the long term. As the only really unique ability the class has it must be something that stands out.
2. Give SC a set mana cost (and make it low - no more than 1 or 2). No ability should get worse as you increase it. Potentially remove the mana cost entirely, making it in line with Fiery Hands.
3. Change Shadowstep to attack the target (maybe doing 120% darkness damage?)
4. Reduce the cost of Shadowstep, maybe give it a mana cost instead (since that's easier to replenish)
5. Or replace Shadowstep with something that isn't just Rush repackaged - make it a phase that does a ball of darkness damage that confuses upon arrival, for instance. Just don't give it a prohibitive cost.
Ultimately it needs more though. Another unique tree that really solidifies the darkness theme of the class. Some thoughts on things that would be useful:
- A sustain that changes your attack to be partly darkness damage instead of physical
- Darkness damage % increase and darkness penetration
- Status effects on enemies, such as silence, pinning, confusion
- Pulling a single enemy in close with a strike on it
- Some ranged projection attack (like Wave of Power)
- Ability to create darkness fogs (like duathedlen) and to see in them
Other suggestions welcome. It seems like other classes have had some nice refinements in the last few months whilst Shadowblades have been left behind.