Revised Warcries and Superiority categories
Posted: Wed Mar 12, 2014 4:21 am
I posted this a while ago in the Berserker rework thread but I feel it could use a thread of its own.
The Warcries and Superiority categories are currently seriously underpowered. Most of the talents in these categories are so bad that they aren't worth the turn it takes to use them. I have some ideas for fixing their shortcomings while still fitting thematically and keeping the existing interesting stuff.
Warcries
Shattering Shout
Since this is a "shattering" shout, it should shatter incoming projectiles like arrows like Shoot Down does. This would make it a decent defensive and offensive option. Its cooldown and stamina cost can increase if necessary.
Second Wind
This talent fits its purpose of regaining stamina but its a bit weak since it takes a turn to use. In the spirit of a second wind, it should give a temporary attack speed buff (30%, 3-5 turns) as well.
Battle Shout
It looks like this talent is best used at the start of fights to give temporary stat boosts. Unfortunately, its high stamina cost proves problematic and its max health and stamina increases just aren't enough. To encourage you to use it at the start of a fight, it should also give a temporary movement speed (30-50%) and physical save (15-35) buff for a short time (3-5 turns), allowing you to charge into combat and endure melee threats after using this talent.
Battle Cry
Despite being the capstone talent, Battle Cry is by far the worst talent in the entire Warcries category and it definitely needs significant buffs. Since this talent is supposed to "shatter the will of your foes," it should make enemies completely unable to dodge your attacks (including dodge chance talents like Evasion) and shrug off your critical strikes. If this isn't enough, it could also reduce their physical and/or mental save (10-30 each), since they don't have the will to stop your attacks. If it ends up being too good, the duration can be lowered to about 5 turns.
Superiority
Juggernaut
I like the concept of making physical attacks weaker through "concentrating on the battle," but this talent is unfortunately a bit weak. Adding a chance to shrug off physical critical strikes (25-50%) and increased armor (10-20) would fit both thematically and practically. The duration can be lowered if needed since 20 turns is pretty long, perhaps 5 turn duration and 15 turn cooldown would be better.
Onslaught
I'm actually not sure if this takes a turn to use but it definitely shouldn't. Anyway, I'm not really sure how it works since its description is confusing but as a Berserker or Bulwark, you want your enemies to be near you, not knocked away, so knocking them back without any other effects isn't very helpful. Instead, this talent should add a physical attack when moving, dealing a fraction of weapon damage (40-70%), while knocking them back as well. This would make it stop being an awkward defensive talent but decent for offense as well.
Battle Call
I actually like this talent, it's pretty cool at the moment and it can turn the tides against annoying casters. However, it sucks to call enemies into melee range only to have them attack you first. To fix this, enemies brought next to you by this talent could become dazed or disarmed for one turn, long enough for you to get the first real strike (compared to their weak dazed or disarmed attack). This talent could also taunt enemies, making ranged enemies not immediately run or teleport away.
Shattering Impact
The concept here is good but 15 stamina per strike is unreasonable, it should be more like 8-10. It should also increase armor penetration (10-20) and physical resistance penetration (15-30%) since it's a "shattering" attack and thus able to break through some of your enemies' defenses.
The Warcries and Superiority categories are currently seriously underpowered. Most of the talents in these categories are so bad that they aren't worth the turn it takes to use them. I have some ideas for fixing their shortcomings while still fitting thematically and keeping the existing interesting stuff.
Warcries
Shattering Shout
Since this is a "shattering" shout, it should shatter incoming projectiles like arrows like Shoot Down does. This would make it a decent defensive and offensive option. Its cooldown and stamina cost can increase if necessary.
Second Wind
This talent fits its purpose of regaining stamina but its a bit weak since it takes a turn to use. In the spirit of a second wind, it should give a temporary attack speed buff (30%, 3-5 turns) as well.
Battle Shout
It looks like this talent is best used at the start of fights to give temporary stat boosts. Unfortunately, its high stamina cost proves problematic and its max health and stamina increases just aren't enough. To encourage you to use it at the start of a fight, it should also give a temporary movement speed (30-50%) and physical save (15-35) buff for a short time (3-5 turns), allowing you to charge into combat and endure melee threats after using this talent.
Battle Cry
Despite being the capstone talent, Battle Cry is by far the worst talent in the entire Warcries category and it definitely needs significant buffs. Since this talent is supposed to "shatter the will of your foes," it should make enemies completely unable to dodge your attacks (including dodge chance talents like Evasion) and shrug off your critical strikes. If this isn't enough, it could also reduce their physical and/or mental save (10-30 each), since they don't have the will to stop your attacks. If it ends up being too good, the duration can be lowered to about 5 turns.
Superiority
Juggernaut
I like the concept of making physical attacks weaker through "concentrating on the battle," but this talent is unfortunately a bit weak. Adding a chance to shrug off physical critical strikes (25-50%) and increased armor (10-20) would fit both thematically and practically. The duration can be lowered if needed since 20 turns is pretty long, perhaps 5 turn duration and 15 turn cooldown would be better.
Onslaught
I'm actually not sure if this takes a turn to use but it definitely shouldn't. Anyway, I'm not really sure how it works since its description is confusing but as a Berserker or Bulwark, you want your enemies to be near you, not knocked away, so knocking them back without any other effects isn't very helpful. Instead, this talent should add a physical attack when moving, dealing a fraction of weapon damage (40-70%), while knocking them back as well. This would make it stop being an awkward defensive talent but decent for offense as well.
Battle Call
I actually like this talent, it's pretty cool at the moment and it can turn the tides against annoying casters. However, it sucks to call enemies into melee range only to have them attack you first. To fix this, enemies brought next to you by this talent could become dazed or disarmed for one turn, long enough for you to get the first real strike (compared to their weak dazed or disarmed attack). This talent could also taunt enemies, making ranged enemies not immediately run or teleport away.
Shattering Impact
The concept here is good but 15 stamina per strike is unreasonable, it should be more like 8-10. It should also increase armor penetration (10-20) and physical resistance penetration (15-30%) since it's a "shattering" attack and thus able to break through some of your enemies' defenses.