Coucou,
I'm once again returning with a couple of change ideas.
Souldblade :
I buffed their per kill gain from 10 max focus to 5+level, because I felt the bonus was totally irrelevant. Not that I believed Soulblade really needed a buff...
Now I realize that the bonus stack with itself, so it was never truly irrelevant.
I feel it was an undue buff so I will remove it.
A Soul'd Echo :
15% Hit to Crit for spell vs Will at Tier 8 feels a bit meh.
Rogue gets 10% Hit to Crit for anything at Tier 2.
Cipher gets +10 Acc for spell vs Will at Tier 6, which is almost strictly better, except maybe for interaction with the Complete Self where A Soul's Echo is a better "insurance to always get a chance vs high Will"
I'm going to buff it to 20%. It is Single Class locked so I feel it is justified.
Spell Resistance :
This is no DnD so the issue is that many monster abilities do not count as Spells. I already buffed it from 10% to 15%, but I ended almost never picking it because Tier 6+ points are scarce and it is too situational to justify. It is not even a problem of "value".
I have the idea to complete the ability with +1 AR vs the 4 elements, which would be more widely useful and fits thematically. OK that's +1 AR vs 4 out of 7 damage types, but I feel element damages are way less common, so that's about 25% of incoming damages in my book.
I would slightly tune down the Spell Resistance to 12%.
It could be helpful for Barbarians (thick-skinned + Spell Resistance = +1 AR with benefits) and decoy-type that could stand in the middle of non-friendly elemental AoE.
Combat Focus :
Well, a Concentration point at the start of combat can really secure a critical spell. So why do I end up never taking it ? Simple answer : because 1 ability point for it feels a bit expensive, and there are a few magical items that gives that with benefits.
So it's useful but weak.
My idea is to add a second effect : +5 all defense for 15s at the start of combat. It fits thematically (Furrante armor has both Concetration and a similar effect) and synergizes with WoD/SoT (but not too much).
Inspired Defenses :
It used to be +2 AR before getting nerfed by Obsidian. Too good in some situation.
BPM kept it at +1 AR but rise duration to 5s.
Even with this, the thing is the effect is good... but not that much, and a bit random. Well, it's not technically random, but it's really hard to have any control over when the bonus +1 AR is going to kick in. Attacked by a sword ? No use. Attacked by a couple of foes with different weapons ? Likely no use. And it's not like you'll have a non-tedious way to check which weapons are really attacking you.
So I'm planning to rollback over the 5s, and to change it to +1 AR for 3s without restriction over damage type (extended by INT, not by PL since it's a passive).
Yup it's significantly better, but I think it's not OP for Paladins either.
Base 3s is kind of a magical value. You need some INT just to get the bonus from a single naked goon attacking you with a dagger. Against a couple of foes, it will most likely work, at least against half of attacks if they tend to attack simultanneously. You can also use your own ticking AoE (example : Chill Fog, BPM Pallegina is immune to PER Afflictions) to refresh the bonus every 3s with minimal damages while getting Retribution charges.
The point is that this design will have :
- synergies (high INT, ticking spells) and anti-synergies (high defenses)
- clear situation where it shines (vs several foes) or less (vs single foe)
Which makes it interesting for both Builds and Tactics. And that's what we're here for, not for simili-random effect.
Parting Sorrow :
Well, getting disengagement isn't very reliable, and the effect is well... nice but I won't expect getting more than a few Wounds even with a build that specifically synergizes. At least this one also gives 1 wound when an engaged foe dies (killed by you or not).
I simply propose to add +1 engagement to round it up. Most talents benefitting to disengagement get bonus engagement so this would totally make sense.
Bonded Fury :
This one had a lot of changes in the way to make SC Ranger great.
It is currently used a buff for a duration and a 15% Bond returned on pet damages for UNLIMITED duration.
I used to think it was a good idea to ensure SC Ranger always has a source of refund but :
- Ranger can also pick Distraction Training
- Ranger can access various refund available to all classes (mostly Brilliant from Cipher buddy)
- Ranger having to manage their ressource isn't so bad.
Also it was very bad for Ghostheart whose duration was limited by the summoned pet lifespan.
So now I think it would be more reasonable and less weird to give the refund on damages the same duration as other effects, and slightly buff it to 20% chance per damages.
Shadowed Hunters :
Another candidate for most reworked ability.
Current version :
For 45s, for both pet and ranger :
- healing 10hp per 3s
- -50% hostile effect
- Invisibility until attack
When invisibility is cancelled the ranger / the pet get Intuition Inspiration for 45s.
So if you don't stay invisible for long, it is basically "Intuition, 10hp per 3s, -50% hostile effect" for 45s.
A few issues I see :
- With high Intellect/PL, one can be permanently invisible with a potion of Enlightenment. Not that critical but still bad.
- It's too much "just a self buff".
- Stole a bit Monk role for anti-hostile effect
What I would change :
For max 15s or until attack :
- Invisibility
- healing 16hp per 3s
- -50% hostile effect
For 45s after attack :
- healing 8hp per 3s
- Intuition
- no more hosile effect reduction
What that would change :
- more tactical (akka less dumb) use of invisibility. Staying invisible longer allows you to heal more in total.
- less perma invisible abuse
- a bit less strong as a pure self buff. If you don't stay invisible for long, it is basically "Intuition, 8hp per 3s" for 45s (plus 16hp on the initial tick for invisibility, so total healing isn't much reduced).