These are perk change suggestions meant to enhance the synergy of the Rapier Blood tree, to allow for better combinations with other weapons and abilities. As of right now, the rapier bleeds do not interact with any other weapon’s bleeds. However, changing the various skills to affect all bleeds allow for better synergy between bow and spear, and even some weapon perks. This will offset the proposed PTR nerf a bit to keep rapier viable.
Unerring - Current Description: Deal 5% more damage to enemies with a rapier bleed. Suggestion: Deal 5% more damage to enemies affected by any bleed.
Flourish and Finish - Current Description: Flourish performs an attack dealing 90.0% weapon damage and knocking back enemies. Pressing light attack at the end of Flourish will perform the followup attack, Finish. Finish lunges forward dealing 120.0% direct weapon damage and consumes all rapier bleeds on any target hit dealing 110.0% of their damage immediately. Suggestion: Finish lunges forward dealing 120.0% direct weapon damage and consumes all bleeds on any target hit dealing 110.0% of their damage immediately.
Bloody End - Current Description: Finish deals 150.0% of the rapier’s bleed damage instead of only 110.0%. Suggestion: Finish deals 150.0% of all consumed bleed damage instead of only 110.0%.
Heavy Puncture - Current Description: Any heavy attack on a bleeding enemy will extend their rapier bleeds by 2.0 seconds. Future stacking applications of this extended bleed will also be extended to its longer duration. Suggestion: Any heavy attack on a bleeding enemy will extend all bleed effects by 2.0 seconds. Future stacking applications of this extended bleed will also be extended to its longer duration.
To the Bone - Current Description: Each hit of Flurry extends the rapier’s bleed by 1.0s. Future stacking applications of this extended bleed will also be extended to its longer duration. Suggestion: Each hit of Flurry extends all bleed effects by 1.0s. Future stacking applications of this extended bleed will also be extended to its longer duration.
Exactly. Opening up spear and bow bleeds to interact with rapier bleed popping thru Finish would make the Blood Tree much more viable. Now that Grace has been nerfed, this is the perfect time to introduce a new twist to one of rapier’s most underutilized archetypes.
My suggestions:
first things first if any tree is about assassination/dps it all starts with damage! blood tree lacks of dmg in general;
tondo; deals less than auto damage which really sucks for a DAMAGE skill, and even if u stack 3 of tondo’s bleed it deals less bleeding damage than spear’s skewer skill which means skewer deals much more instant dmg and much more bleeding damage…
flurry: kinda good skill damage but if we think about it’s perks and leeching perk we get from item its ok but it does not stay on enemy properly and if enemy just decides to move with his “WASD” we just swing our blade into the air and wasting the skill
flourish and finish: as a finisher skill i think this skill lacks A LOT of damage and even its not enough to not dealing damage if u use finish u just waste ur bleed dmg either while great axe doing %300 dmg with execute as a finisher(which i think is low anyway for a long stupid animation) FAF deals much less damage and flourish pushes targets farther away which i really dont understand why u want to push ur targets while trying to do dmg on them… i would much rather an knockdown instead of knockback
bleed stuff should stack with any bleed dmg but with maximum cap to prevent over stupid dps
proper spacing should be like 3.5-5 or 3-5 m to activate instead of 4-5m
tondo’s beginning and ending animation is too unnecessary long
rapier needs honing, if u cant auto attack u can’t make any weapon offensive at all
The issue with the Blood tree is that it’s almost like it was designed assuming you could have a second Grace rapier on your weapon swap. Without the evasive abilities of the Grace tree you don’t have the capacity to withstand someone actually trying to attack you while you set up your damage. Flurry is awful, even with the perk. It leaves you way too exposed to be gigaclapped, and basically the same deal with Tondo and Flourish. And the perk does not remotely help enough.
Unfortunately fixing the tree is going to require more than some quick little fix, but the easiest thing they could do right now to make the rapier somewhat more viable as an offensive weapon in its own right is to increase the damage on Tondo significantly and add something like a slow to it where the current 4m+ double damage perk resides. Make it deal 100% damage baseline on the initial hit, do more damage per second per stack, and give you the ability to actually hold people in that sweet spot range, though I would loosen the restriction to 3m+ because hitting within a single meter is unrealistic for an internet game IMO. You can slot Tondo in over Evade and give up the iframe and sustained all-in DPS for better kite and chip damage.
If they wanted to go even further I would combine Tondo and Flourish. The slash stacks the bleed and you always have the option to lunge after, but in actuality you’ll want to stack the bleed a few times first. Then they could slot some kind of defensive utility that suits the playstyle you get from the Tondo/Flourish combo ability and Flurry. I dunno, maybe a cooldown where you can perform your abilities and attacks while moving? Combine that with the Flurry perk being buffed and maybe you have a tree where you can actually use the rapier as a primary.
I would also like to see Evade grant damage reduction after you use it for as long as you remain within a certain range of a target. This way the Grace tree can actually try to fight people as well. It’ll still be less damage and more evasive than Blood but if it got a bit of durability it could also be used more to actually fight without buffing its impact as a pure kiting weapon.
this actually! using only 3 skill is so big when it comes to choosing those 3 skill, tondo is the biggest example if u want to choose tondo u just reject to pick so many good things and pick tickle damage!.. but i would like to choose tondo if tondo and flourish was a same skill and with the option of finish skill at the same skill bar but all those 2 skills alone are not even close worth to be inside of those 3 skill buttons…
sometimes game feels like, very good versatile gameplay stuck in 3 skills…
and i even think about having 4 skills but with restrictions like can’t have more than 2 purple skills (cc) in same weapon etc. etc.