Mindslayer balancing
Posted: Tue Jun 03, 2014 8:37 pm
Since 1.2.0 is finally out we can switch from reworking mindslayer to balancing him at last.
I've gone on my cornac mindslayer in 1.2.0 release to lvl25 and just cleared dark crypt on nightmare/roguelike. Cannot say I facerolled it but it was far easier than on most other classes if not any other. The class is very interesting to play and has a lot of tactical abilities but because of some of them are way too powerful I just did not need a major part of potentially interesting abilities. So here go the proposals. Number 1) is the most urgent, 2) is less urgent and so on.
1) Absorbtion tree:
Experience: I rarely used transcended shields because non-transcended shields absorb ~80% of damage and that's usually sufficient with regen rune to not lose any hp. I was also virtually immune to any damage lower than 100 because it was simply absorbed by 80% and the remaining part by my andtimagic shield/armor.
Suggestion: nerf passive absorbtion from 80%/100dmg to 60-70%/120dmg on max level so that you cannot be passively immune to anything.
Experiense: spiking currently seems underpowered. Everyone just uses passive/transcended modes, because 6 turns of accumulation time is the time when battle is usually over already and you are either dead or don't need protection anymore. With previous damage reduction % nerf spiking is going to be even less useful.
Suggestion: I suggest spiking shields create a temporary shield with damage value of last 3 turns multiplied x2. Also duration of such shield should be probably increased to duration of regular damage shields(7-10 turns).
2) Focus:
Experience: Pyrokinesis and Brain Storm look far too powerful on 1/1. I also wager rares casting it with talent level 15 will rip apart anything. Frenzied focus looks useless.
Suggestion: nerf damage to about 70% of current, but buff damage to current value when transcended. This will also justify using charged mastery which's currently underwhelming. HP wanted to change frenzied focus so that it attacked twice with TK melee weapon instead of two targets which looks like a great idea.
3) Augmented mobility:
Experience: Quick As Thought increases attack speed, but mindslayers don't have any attack talents so the only thing it's good for is bump attacking.
Suggestion: Change to reduced global speed or mind speed.
4) General idea of TK weapon:
Experience: different kinds of TK weapons are viable. I went with mindstar and 2h weapon, gems look fine as well but tier 5 greatmaul that accidentally dropped in sandworm lair ripped everything apart for about 250dmg/turn without even taking an action. I'm not sure if it's ok maybe I'm just lucky.
Upd: other players report TK weapons being too powerful indeed considering they don't take an action to strike.
Suggestion: Probably make will modifier on TK weapon lower(to about 80%)
5) Projection:
Experience: I have never felt need to spike auras after like lvl5. Probably if focus is nerfed this spike damage would be useful but currently they are far more useful passively.
Suggestion: it's fine if focus tree is nerfed.
6) Psi-fighting:
Experience: There's indeed some imbalance that makes mindslayer tend to use mindstar as a main weapon(not TK) because it's just way more convinient to build will/cun and mindstar mastery instead of will/cun/str + weapon mastry + augmented striking. First one is just more efficient and augmentation just encourages talent point juggling. Warding weapon and impale are fine.
Suggestion: either make mindstar way default for mindslayers(like it is for solipsists) and allow different weapons to be weilded TK(which's already viable) or come up with an idea on how to make conventional melee weapons viable.
7) Augmented striking:
Experience: other players report this tree to be somewhat boring and useless. Knockback is more annoying than useful, overall abilites are underwhelming.
Suggestion: tree should be made more synergetic and interesting to become comparable with focus and other offensive options. Here are the proposals:
Kinetic Strike: Instead of the knockback then pin, make it shatter the armour of the hit creature.
If that creature is frozen, this will shatter the ice block dealing cold damage equal to the ice block strength, before applying weapon damage.
If that creature is shocked, the extra force catches them off guard and disarms them.
Ice strike: Freezes on hit
If the creature is pinned, ice shatters one or more beneficial effect/sustain instead of freezing
If the creature is shocked, iceblock will have 50% increased hp and duration
Charged strike: Applies shock(effect that reduces stun resistance) on hit
If the creature is pinned, electricity transfers weapon damage via grounding effects to everyone in radius of 2
If the lightning flash hits a frozen creature, the ice refracts the blinding effect into a radius 1 burst.
Different skill combinations allow strategic use: charged strike reduces resistance, then kinetic strike to pin then ice strike to shatter effects. Or if the foe has no resistance then charged strike is best set as finisher for AOE. If you want to deal high damage then charged->ice->physical shatter.
Also using any other non-instant ability reduces strike talent cooldowns by 1(possibly moved to strike weapon mastery).
8 ) Voracity:
Experience: Someone said that 200+ stamina leech on kinetic leech will basically kill any PC while being harmless for most NPC's. I agree.
Suggestion:
Drain stamina only while transcended/change to something else.
9) Kinetic mastery:
Experince: I have never seen deflect projectiles actually deflect anything. Not sure if it's me or if it actually does not work. Need more feedback. Had no need for TK throw.
Suggestion: test deflect more. Make TK throw not only push targets away from you, but pull them from afar as well with reduced damage and daze instead of stun(instead of mindhook that got removed).
I've gone on my cornac mindslayer in 1.2.0 release to lvl25 and just cleared dark crypt on nightmare/roguelike. Cannot say I facerolled it but it was far easier than on most other classes if not any other. The class is very interesting to play and has a lot of tactical abilities but because of some of them are way too powerful I just did not need a major part of potentially interesting abilities. So here go the proposals. Number 1) is the most urgent, 2) is less urgent and so on.
1) Absorbtion tree:
Experience: I rarely used transcended shields because non-transcended shields absorb ~80% of damage and that's usually sufficient with regen rune to not lose any hp. I was also virtually immune to any damage lower than 100 because it was simply absorbed by 80% and the remaining part by my andtimagic shield/armor.
Suggestion: nerf passive absorbtion from 80%/100dmg to 60-70%/120dmg on max level so that you cannot be passively immune to anything.
Experiense: spiking currently seems underpowered. Everyone just uses passive/transcended modes, because 6 turns of accumulation time is the time when battle is usually over already and you are either dead or don't need protection anymore. With previous damage reduction % nerf spiking is going to be even less useful.
Suggestion: I suggest spiking shields create a temporary shield with damage value of last 3 turns multiplied x2. Also duration of such shield should be probably increased to duration of regular damage shields(7-10 turns).
2) Focus:
Experience: Pyrokinesis and Brain Storm look far too powerful on 1/1. I also wager rares casting it with talent level 15 will rip apart anything. Frenzied focus looks useless.
Suggestion: nerf damage to about 70% of current, but buff damage to current value when transcended. This will also justify using charged mastery which's currently underwhelming. HP wanted to change frenzied focus so that it attacked twice with TK melee weapon instead of two targets which looks like a great idea.
3) Augmented mobility:
Experience: Quick As Thought increases attack speed, but mindslayers don't have any attack talents so the only thing it's good for is bump attacking.
Suggestion: Change to reduced global speed or mind speed.
4) General idea of TK weapon:
Experience: different kinds of TK weapons are viable. I went with mindstar and 2h weapon, gems look fine as well but tier 5 greatmaul that accidentally dropped in sandworm lair ripped everything apart for about 250dmg/turn without even taking an action. I'm not sure if it's ok maybe I'm just lucky.
Upd: other players report TK weapons being too powerful indeed considering they don't take an action to strike.
Suggestion: Probably make will modifier on TK weapon lower(to about 80%)
5) Projection:
Experience: I have never felt need to spike auras after like lvl5. Probably if focus is nerfed this spike damage would be useful but currently they are far more useful passively.
Suggestion: it's fine if focus tree is nerfed.
6) Psi-fighting:
Experience: There's indeed some imbalance that makes mindslayer tend to use mindstar as a main weapon(not TK) because it's just way more convinient to build will/cun and mindstar mastery instead of will/cun/str + weapon mastry + augmented striking. First one is just more efficient and augmentation just encourages talent point juggling. Warding weapon and impale are fine.
Suggestion: either make mindstar way default for mindslayers(like it is for solipsists) and allow different weapons to be weilded TK(which's already viable) or come up with an idea on how to make conventional melee weapons viable.
7) Augmented striking:
Experience: other players report this tree to be somewhat boring and useless. Knockback is more annoying than useful, overall abilites are underwhelming.
Suggestion: tree should be made more synergetic and interesting to become comparable with focus and other offensive options. Here are the proposals:
Kinetic Strike: Instead of the knockback then pin, make it shatter the armour of the hit creature.
If that creature is frozen, this will shatter the ice block dealing cold damage equal to the ice block strength, before applying weapon damage.
If that creature is shocked, the extra force catches them off guard and disarms them.
Ice strike: Freezes on hit
If the creature is pinned, ice shatters one or more beneficial effect/sustain instead of freezing
If the creature is shocked, iceblock will have 50% increased hp and duration
Charged strike: Applies shock(effect that reduces stun resistance) on hit
If the creature is pinned, electricity transfers weapon damage via grounding effects to everyone in radius of 2
If the lightning flash hits a frozen creature, the ice refracts the blinding effect into a radius 1 burst.
Different skill combinations allow strategic use: charged strike reduces resistance, then kinetic strike to pin then ice strike to shatter effects. Or if the foe has no resistance then charged strike is best set as finisher for AOE. If you want to deal high damage then charged->ice->physical shatter.
Also using any other non-instant ability reduces strike talent cooldowns by 1(possibly moved to strike weapon mastery).
8 ) Voracity:
Experience: Someone said that 200+ stamina leech on kinetic leech will basically kill any PC while being harmless for most NPC's. I agree.
Suggestion:
Drain stamina only while transcended/change to something else.
9) Kinetic mastery:
Experince: I have never seen deflect projectiles actually deflect anything. Not sure if it's me or if it actually does not work. Need more feedback. Had no need for TK throw.
Suggestion: test deflect more. Make TK throw not only push targets away from you, but pull them from afar as well with reduced damage and daze instead of stun(instead of mindhook that got removed).