Devs,
Life Staff:
Light staff changes when it comes to healing are pretty good. However the changes made that affects the non-healing elements have removed the ability of the life staff tree to act as a SUPPORT class.
For example, the sacred ground mana/health regen bonus, the fortify amount granted by life staff skills are a massive blow to those who use life staff as part of their team support kit.
I use musket and life staff in certain team configurations. Essentially I support the healer in between doing ranged damage. I have zero focus attributes so my healing is complete trash… BUT I could always significantly reduce the healer’s burden by using orb of protection on our tank, by casting sacred ground on the healer so his mana regenerates faster and using splash of light (slotted instead of sacred ground when vs bosses) on the tank to keep his stamina up. I wasn’t healing but I was making the healer’s job SO much easier. I was having my red mage moment here.
How about making the focus attribute scale inversely for non-healing factors? Aka each focus points increases healing output but reduces non-healing effect (calculated so that in the end the fortify and mana/health regen rate buff matches what it was pre-patch)?
Musket:
Musket has tons of issues and this patch only addresses one half-way.
+2.5% damage is not enough. When your overload shot does just ~10% more damage on non-headshot hit than a bow’s arrow LIGHT attack you know there is a massive problem with the damage output.
Grenade damage increase is fantastic but what was really broken about it was the passive upgrades. Musket does not use stamina to shoot and if you are to use it to regain your stamina after dodging then you must throw the grenade point blank range…which literally roots you in the throw animation… essentially you are chucking a grenade to regain stamina that you plan to drain using dodge roll to evade the attack of an enemy…and are receiving the attack anyway because you were rooted in grenade throw animation and could not dodge. Say that 10 times fast.
The slow effect of the 2nd passive is utterly useless because its so short and so weak it has zero effect or relevance in PVP or PVE.
Musket reloading still has you rooting yourself at random times even after cancelling the reload animation. Worse yet, you are also unable to swap weapon because it HAS to do the reload animation before it lets you.
Trapper tree is incoherent and hardly worth using, particularly its mastery perk.
Fixes for Musket are:
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Make the bullets have an ARMOR PENETRATION value as well as a damage modifier value. AP and DM values are inversely scaled. That means that iron bullets have the highest damage modifier value and the weakest armor penetration value… but Orichalum bullets have highest armor penetration value but lowest damage modifier. This makes using different bullet types USEFUL vs certain enemies. Beasts have little to no armor so iron and steel bullets would net much higher damage on them. Humanoids that wear armor are best tackled with higher AP pen bullets. You get the idea.
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Grenade passives should be changed to: 1st upgrade= Increase blast radius by 50%. 2nd upgrade= Knock down targets plus adds heavy bleed on targets.
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Musket reload should become a manually triggered action and the root-me-while-I-reload thing removed. Holding down LMB should reload the musket…just like you holding down E key to revive a player. This allows for the action to be interrupted at any time without rooting you in place.
This actually opens up the option for musket to have its melee actions
available seamlessly. Musket melee should do insignificant damage but rely on effects instead.If you do not have a bullet loaded then :
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LMB (tapped once)= light melee attack (swipe with rifle butt) that does light damage in 1st and 2nd chain …the 3rd chain hit causes stagger.
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RMB tapped once = heavy melee attack that knocks target down (rifle butt to the face)
. -
Hold RMB = BLOCK.
This way the musket can be manually reloaded and have melee options when no bullet in chamber.
Trapper tree fix: Change Mastery perk to be +50% duration to all sniper and trapper tree effects (bleed,root,burn, empowers, etc). Change Stopping Power passives to be: 1st passive = Target is staggered and drained of 90% of its stamina. 2nd passive = Target is knocked down