BigLeafyTree wrote:With Fallen being announced as a class evo I took a look at them and after playing around with them here's my notes/feedback/whining/unwanted opinions:
-Some of the trees have talents using Standard speed instead of mind, weapon, or spell speed. It seems odd. I think it's just activating the sustain for Blood Bath and all of the talents in Crimson Templar that have this issue.
-Several of the Cursed talent trees aren’t considered mind powers, they’re just typeless. Could matter for Eye of the Tiger, Suncloak (if they're meant to be spells) or other interactions.
-Splatter Sigils seemed to be ignoring blind immunity.
-The self bleeding for hate was neat, but it was very troublesome because it would get in the way for clearing physical debuffs. Could it possibly be made a type:other debuff to avoid this?
-Some talents are unclear about what their damage type is. I think Final Sunbeam should say it does weapon damage, and Flee the Sun should say it does light damage.
-In Bloodstained the first talent also does a phys power vs phys save check but does not mention it, which I think it should. Also are the save checks for the bleeds necessary?
-It would be nice if Self-Destruction's self damage appeared in the combat log. Currently it does if the damage is prevented by a damage shield, but not if it's only hitting your life. Also the description should mention it can kill you.
-Black Sun has no stat requirements or level requirements in beta5.
This has all been fixed for the next release.
Otherwise, I'm glad you liked the class, the sounds, the zooming, etc.
Bleed immune enemies
are supposed to be a weakness of the class.
I think this is more pronounced on the Evolution version than the original version.
So the concern is that it's not too much of a weakness. (Especially on Normal, crazy randbosses are part of the experience)
The Black Hole tree
Some people like The first talent, other people thing it's not worth casting. I like that there's varied opinions, but it's not great to feel disappointing. I think this might be a symptom of weapons being so strong, or it being out of place on this class, rather than the talent itself. Giving it more synergy with Sun to make it more useful for positioning is certainly an interesting idea.
Devourer Stance takes a turn because it's both a delayed heal, and a buff with extra synergy to a couple talents. If it were only one of those things, I'd be comfortable making it instant, but as is it does too much for an instant talent, and thinking about when to best use it is probably a good thing.
Singularity Armor is not the best part of the tree, I admit. The idea is that it lets you bother knockback-immune enemies. It also makes the physical damage increases and penetration that you already want in your gear a little bit more effective. The projectile slowing is just a small bit of utility.
And then most everyone loves Doom Spiral.
Eagsasdf wrote:Some problems I had:
I really think there could be more protection for the Bleed mechanic against Bleed immune targets. The 50% reduction on Bleed immunity feels like the bare minimum of what to expect. Fallen has so few ways to deal damage outside of Bleeding that coming up against a Bleed immune randboss or rare (which are everywhere it feels) is a terrible feeling, often I just ran for lack of options. Add into account that many enemies can cleanse either the Bleed or the Brutalized debuff and you're basically left with nothing sometimes. You end up having to break through so many layers of the enemy's defense it can be frustrating.
For Poisons Mystical Cunning works well to solve these issues for a lot of reasons i think. For poison youre encouraged to hit many times to stack it, and missing a few is no big deal, it just delays it a few turns. The poison reduction is irresistible, unlike Brutalize. Also, I believe Poisons usually represents a much smaller portion of damage, even those who heavily invest in it. Fallen feels much more about ramping up one giant bleed, and if just one of the steps fails the first time you're kind of screwed. I'm fine with some classes having clear weaknesses, but this felt far too limiting, especially considering the prevalence of Bleed immunity and cleanses.
One possible solution for this, since Bleeding is like a huge chunk of the class, is letting them have "your bleeds always apply, but do less damage based on their bleed resist". So a fully immune enemy would take 5-10% damage, an enemy Brutalized down to 50% would take 50-55% bleed damage, etc. I love smoothening effects like this in general. The only reason I didn't already do it is that it makes Shared Agony even more always available.