So, here are a few other changes I'm working on currently :
Shifter Healing Adjustment :
Due to 60s Shifting Cooldown Shifter just received, I though the amount of health they get after a shift was a tad to high.
So I nerfed it from 15 + 5/PL -> 15 + 3/PL.
Fighter Recovery :
In a previous version, I tweaked it to Infinite duration, but halved regen to compensate.
Now I'm realizing that it makes Fighters about on par with what a Pal or Chanter (not to mention Herald) do to a whole party.
Early on, it's fine, but I decide to add a bit of scaling, in a similar fashion as Bloodmage (who starts below) :
Constant Recovery : 5 health per 6s, +1 per 5 char level
Rapid Recovery : 7 health per 6s, +1.5 per 5 char level
Constant Recovery (Black Jacket) : 2 health per 6s, +0.5 per 5 char level
Rapid Recovery (Black Jacket) : 3 health per 6s, +0.75 per 5 char level
Monk Wound Cost nerf :
I've come to the conclusion that 3 Wounds ~ 1 Martial ressource and decided to rebalance a couple of monk abilities that were really too cheap.
Dichotomous Sould : 4 Wounds -> 6 Wounds
Resonant Touch : 3 Wounds -> 6 Wounds
Whispers of the Wind : 5 Wounds -> 9 Wounds
(Note that Shattered Pillars max wound is set to 10 by both CP and BPM)
This ends up making a lot of sense as all other Monk abilities seems to have reasonable cost. Why would you even use a Skyward Kick for 3 Wounds when WotW costs only 5 ?? This is not only a monk nerf, it also a way to encourage the use of more diverse abilities.
This is the only WotW nerf I plan. The ability should remain porwerful, fun to use and a selling point of SC monk, but making it much less spammable is a way to tune down its brokenness. The other 2 nerfed abilities are meant to be used only periodically anyway.
Shattered Pillar buff :
My analysis is that 3 Wounds ~ 1 Martial ressource ~ 30 focus.
So it makes sense that Shattered Pillar get the same base damages to ressource conversion as Cipher (Cipher gets Draining Whip, but SP get Lesser Wound and Mortifications) :
Shattered Pillar : 1 Wound every 20 damages
Shattered Pillar with Lesser Wound : 1 Wound every 16 damages
This is more than enough to Skyward Kick/Torment Reach every couple of attacks, which is the way Shattered Pillar shall be Played.
Those abilities that take foe level into account :
Threatening Presence, Abjuration and Dismissal compare your level with foe's.
Which isn't something I like to much, but is especially absurd with upscaling.
That's why I plan to Adjust these abilities so they keep an effect vs foes of greater or equal level.
Dismissal : Add an effect that Destroy Summon without checking level. Basically a dismissal.
Abjuration : Also remove the level checking vs Summons. Rise damages (to 65-90, same as Killing bolt) vs higher level spirits so it works reasonably well vs them anyway. Add "Veil-Piercing" KW.(BPM previously set Abjuration to 3 Zeals).
Threatening Presence : Change design completely.
The idea is to make Barbarian Immune to Engagement when above 75% health.
This is strong but it's not like Barbarian had tons of tools to avoid engagement anyway (Staggering, Dazing, Wild Sprint, Leap, etc...)
I think this is fitting and is also intended as an indirect buff to Corpse Eater since it reduces reliance on rage.
A bit more Barbarian Buff :
Barbarian might be the only class that was better designed in PoE1 than in PoE2.
Carnage used to be so great !
I totally get why they needed to tweak it, but now Carnage feels much less class defining, and Barbarian basically losts his original soul and often struggle to be defined otherwise than "just another martial class".
Adding Crit to Carnage so it can benefit from Blood Frenzy was a first step to make Carnage matters more.
Blood Storm is a meh upgrade though. Spending a Tier 7 ability point just to get situationaly more duration on 1 Rage self buff is bad.
So I will change it to On Crit instead of On Kills. Carnage Crits matter too.
This is also a Buff to Corpse Eater who will have a way to maintain Frenzy without having to use too much Rage.
But my key idea was to Buff Interrupting Blows.
The idea is to have Interrupting Blows also causes 50% chance of Interrupt on Carnage Crits.
This is quite strong because with the right positionning, Barb will very often interrupt some target, performing the Crowd Control role it is supposed to have.
Not that Interrupting BLows really need a buff on its own, but I see this as an opportunity to make Carnage and positioning with your Barbarian about as relevant as in PoE1 (esp. with builds such as Tall Grass ones).
With this version of Interrupting Blows plus either Spirit or Blood Frenzy lines, Carnage will be relevant enough, while still "capping" the effect that it can have in best conditions (PoE1 Carnage + PoE2 equipment or Multiclasses would have been arguably broken...)