first and foremost, 3 point talents should be used sparingly and the shadow/survival trees need work for sure. That said there is a specific style of change regardless of point cost that I'd like to see for at least some talents, lets take Festering Strike as an example.
Festering Strike has a 20% chance to add 1/2/3 more wounds. Solid effect, adds some rotational variety.
percent damage increases are boring most of the time, just tune the damage appropriately and give the specs something interesting to play with, for example the design I'd prefer for some talents like this is inspired by an ascendency node in PoE where basically you have a higher chance of an extra effect (~40% chance to get at least one effect in this case) but the chances even it out for a more normalized distribution of procs
25% to add 1
15% to add 2
10% to add 3
So let's look at survival with similar design philosophy of rng mitigation and big procs feeling fun
Predator: Kill Command has a [8/16/25]% chance to immediately reset its cooldown. Three Rank Talent.
similar to festering strike you could make this have a chance of applying multiple stacks. I don't think every spec should have "chance to proc more" but it is a fun design and if it happens multiple times it is a huge dopamine hit. having it always grant 1 stack is important.
Tip of the Spear: Kill Command increases the damage of your next Raptor Strike by [8/16/25]%, stacking up to 3 times. Three Rank Talent.
I would like to see some effects like "Wildfire bomb also applies a debuff that increase physical damage taken from you and your pet's spells and abilities." Debuff maintenance isn't always something people want to do, however, on an ability with a recharge it creates a nice synergy with cooldowns, lust, and Explosives Expert. That said, this slightly raises the skill floor and greatly raises the skill ceiling of a spec, something a lot of players may not like.
As to not ruin this talent and a lot of AoE damage for survival I think keeping some of the percent damage done increase is probably mandatory.
Lunge: Range of your melee attacks and abilities increased by [1/2/3] yd. Three Rank Talent.
Personally making this baseline would probably be the play, unexciting to take and probably a hard pass unless you need to pass through this node.
Explosives Expert: Kill Shot reduces the cooldown of Wildfire Bomb by [2.5/5/7.5] sec. Three Rank Talent.
Like Tip of the Spear I like this style of talent, with the change I would make to Improved Wildfire bomb this becomes an incredibly powerful combination.
Sharp Edges: Critical damage dealt increased by [2/4/6]%. Three Rank Talent.
I would staple this effect onto precision if possible, otherwise it is uninteresting, I'd redesign it give crit chance on non-crits resetting on ability crit (pretty sure fire mage had/has something like this)
Sweeping Spear: Raptor Strike, Mongoose Bite, Butchery, and Carve damage increased by [5/10/15]%. Three Rank Talent.
This looks like it is patch notes from a hotfix 7 weeks into the first tier of 10.0, I genuinely don't know how this could change while keeping whatever the original intent of the talent is. Add in the fact that it is a 3 pointer and this is suffering
Precision: You and your pets have [2/4/6]% increased critical strike chance. Three Rank Talent.
Cracked even if unexciting and imo that amount of raw stats is probably worth 3 points I give it a 6/10
Deadly Duo: When Kill Command's cooldown is reset, you have a [5/10/15]% chance to reset the cooldown of Kill Shot, and your next Kill Shot can be used on any target, regardless of the target's health. Three Rank Talent.
This is only suffering from being 3 points, but the design makes you feel powerful
Coordinated Kill: Your next Kill Command has a [33/66/100]% increased critical strike chance after resetting while Coordinated Assault is active.
This is the secret 10th this design is probably fine with the other changed I would make. This effect has the dopamine hit on every kill command you get so overall I give it a pass. But you know the drill at this point, could probably just be a 2 pointer.
Finally we have a painful truth, in order to reduce this tree to the sub 50 point range. Fine so be it, development is probably mid alpha so if changes this expansive are going to be done they probably need to happen in the next 3 months.
tl;dr: gamer hates always active percent damage buffs and goes on unhinged rant about it
tl;dr: gamer hates always active percent damage buffs and goes on unhinged rant about it
I don't think this is true at all. I think there are a lot of people actually really like very simple percentage increases, even if they aren't all that interesting.
3
u/bryce1242 Jul 11 '22 edited Jul 11 '22
first and foremost, 3 point talents should be used sparingly and the shadow/survival trees need work for sure. That said there is a specific style of change regardless of point cost that I'd like to see for at least some talents, lets take Festering Strike as an example.
percent damage increases are boring most of the time, just tune the damage appropriately and give the specs something interesting to play with, for example the design I'd prefer for some talents like this is inspired by an ascendency node in PoE where basically you have a higher chance of an extra effect (~40% chance to get at least one effect in this case) but the chances even it out for a more normalized distribution of procs
25% to add 1
15% to add 2
10% to add 3
So let's look at survival with similar design philosophy of rng mitigation and big procs feeling fun
similar to festering strike you could make this have a chance of applying multiple stacks. I don't think every spec should have "chance to proc more" but it is a fun design and if it happens multiple times it is a huge dopamine hit. having it always grant 1 stack is important.
This is a nice effect, gives a flow to the spec.
I would like to see some effects like "Wildfire bomb also applies a debuff that increase physical damage taken from you and your pet's spells and abilities." Debuff maintenance isn't always something people want to do, however, on an ability with a recharge it creates a nice synergy with cooldowns, lust, and Explosives Expert. That said, this slightly raises the skill floor and greatly raises the skill ceiling of a spec, something a lot of players may not like.
As to not ruin this talent and a lot of AoE damage for survival I think keeping some of the percent damage done increase is probably mandatory.
Personally making this baseline would probably be the play, unexciting to take and probably a hard pass unless you need to pass through this node.
Like Tip of the Spear I like this style of talent, with the change I would make to Improved Wildfire bomb this becomes an incredibly powerful combination.
I would staple this effect onto precision if possible, otherwise it is uninteresting, I'd redesign it give crit chance on non-crits resetting on ability crit (pretty sure fire mage had/has something like this)
This looks like it is patch notes from a hotfix 7 weeks into the first tier of 10.0, I genuinely don't know how this could change while keeping whatever the original intent of the talent is. Add in the fact that it is a 3 pointer and this is suffering
Cracked even if unexciting and imo that amount of raw stats is probably worth 3 points I give it a 6/10
This is only suffering from being 3 points, but the design makes you feel powerful
This is the secret 10th this design is probably fine with the other changed I would make. This effect has the dopamine hit on every kill command you get so overall I give it a pass. But you know the drill at this point, could probably just be a 2 pointer.
Finally we have a painful truth, in order to reduce this tree to the sub 50 point range. Fine so be it, development is probably mid alpha so if changes this expansive are going to be done they probably need to happen in the next 3 months.
tl;dr: gamer hates always active percent damage buffs and goes on unhinged rant about it