Stats Revamp 1.4 - Nature Feedback Redux

Discussion in 'Stats Revamp Archive' started by Shin-O-B, Mar 2, 2017.

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  1. veri Active Player

    do away with the dog not the werewolf but the dog .put telepathy in that place to control animals .or on the plant side the new power should be like that of swamp thing or to control plants .
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  2. VioletSorceress Committed Player

    Well with OP Swarm, Nature had enough sustained dps. Now total Dps potential of everything Nature has combined is low.

    This is what I currently use at Live Server.
    There with fully Precision specced and at 189cr, Swarm does same base damage per tick as any of the 3 Poison Spores do on their own per 1 tick. The catch is that Swarm NEVER crits and with my stats if Poison Spore tick crits it does about 3x bigger damage tick than Swarm. So in short: Swarm is worthless and way weaker at Live Server and it could easily be phased out in order to save time and loadout space.

    At Test is another story. Even if Devs buff Poison DoTs, we still gonna have to run Swarm.

    Damage formula for Nature has changed a lot compared to Live Server shifting towards Swarm and it has right proportions between Swarm and Poisons now just not the right amounts to each.
    Both Swarm and Poison DoTs need a bit of a buff because and with current damage formula we are forced to run an Extended loadout: Bursting and Refreshing as Human and Wolf carrying 3 Poisons, Harvest, Supercharge and Return Back to Human.
    Only such extended loadout can carry everything we need but it has way too long cooldown and in order to work Nature needs to have way better total damage per second compared to other power sets. Adds in corridors, deaths and bosses which go out of fight and later come back in at phases would still cause us massive amounts of damage loss.

    Even if we get that higher sustained Dps, it will be hard and it would require a lot of work and speed to capitalize it most of the time.
    Perhaps Devs dont like the idea of Nature having such high potential which is why we never got a buff at Live Server.

    I think this a bug/mistake and Thorn Burst's initial damage tick(which is supposed to be point blank only) is simply missing.
    DoTs spreading and refreshing still seem to cover nice large sphere area around the player like at Live Server.

    We already have Roar for that. Idk, if damage is quite enough though.
    Perhaps if stun effect gets removed, both damage and healing effects can be increased.[/quote]
  3. VioletSorceress Committed Player

    Nevermind what I said about Thorn Burst(Shield). Had to read update notes again from previous thread:

    Thorn Burst
    o This ability is now a Shield, rather than a Defense buff
    o In Damage Role, this ability spreads existing Poison stacks to additional targets
    o In Healer Role, this ability deals burst damage and benefits from Poison, instead of spreading Poison

    So this ability is basically useless for a DPS with 12 sec cooldown and no burst damage tick.
    Shielding effect should be removed in favor of burst damage tick for DPS role and Thorn Burst should function as a melee alternative to Harvest for spreading and refreshing Poisons. Poisons should be refreshed about each 10 secs so Thorn Burst should have no more than a 8 sec cooldown. These extra 2 secs are to give us time to finish whatever weapon attack we have started and refresh in time.

    As for Healer role, Id rather have Regeneration SC changed to a Shielding type SC rather than having a second personal shield. We already have Swarm Shield and Hard Light Shield will soon be available again (probably) as second shield if someone wants to use both.
  4. CrappyHeals Devoted Player

    If you guys are making changes It would be great if we can discuss them instead of just springing stuff on us, that way we can make sure nature gets what it needs and you guys don't spend time changing something that might not work.
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