
Mostly, dualwield/high hits builds seem to be getting out of hand, and are overly centralizing builds/producing apparently ridiculous potential damage output.
My thoughts for this:
-Remove Battle Tactics.
People really like the weapon trees, from what I've seen, but Battle Tactics is synergizing too well with dualwield. It's causing overly central Dualwield/Battle Tactics/no infusion slots and other categories, or no other categories, builds to be optimal.
It's a shame to see it go, but people like the weapon trees more than Battle Tactics on them, from what I've seen. And one or the other has to go-Jinsediaoying posted a shot of Flurry GWF with Earthen Missiles doing 12000 damage at endgame. The build is hard to get going, but nothing should have that kind of payoff, no matter how hard it is to get going.
-Make it so that spells can only proc once per turn, per spell, through Arcane Combat.
This fixes several problems. First off, it obviously keeps spell procs on dualwielding more under control.
Secondly, and honestly as importantly, it keeps people from just 5ing one spell because it's optimal damage. Now, spreading spell points around produces better damage on some high hit builds, but not others. This is less linear and more interesting.
-Cap Arcane Combat proc chance at 100%.
Dualwield halves the rate...which means that, if you get it over 100%, dualwielding is now the best option in all circumstances, again. Jinse also reported being able to get 130% rate with very high cunning(and a catpoint, I think?).
Hopefully this will keep them under control while still leaving them with the (rather refreshing) ability to actually get a decent amount of clears. It's apparently not a major problem yet, but it might easily be in the future, or when enemies use Arcane Combat.