Defiler updates2
(CORRUPTOR)
- Torment unlocked base. Feels weird that Reaver gets this but not Corruptor, and the tree really isn't good enough to be worth a category point.
(REAVER): Corruptor is definitely an underpowered class but Reaver is considerably stronger, and both are benefitting from these changes. The following are Reaver-specific birth tweaks to offset the improvements a bit. Note that these changes are still a big net buff to Reaver overall.
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Life rating reduced by 1
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Plague mastery level reduced to 1.0 from 1.3. There are a lot of disease synergies that Reaver has access to both from specific talents (Rot) and weapon itemization (ITEM_BLIGHT_DISEASE, Epidemic proc, disease tinker, Gnaw..). While its unintuitive for a class with so much focus on disease to have a lower mastery in practice they still get more use out of it than Corruptor.
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Sanguisage mastery reduced to 1.0
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Vim mastery reduced to 1.0
(BONE)
Bone Spear: Redesigned. No longer causes bleed but deals more damage per magical debuff on every enemy hit and has higher base damage. Idea here is to better integrate with the rest of the Defiler talents since this is an off damage type. Bleeding has no synergy or theme relation to the class.
Bone Grab: If you target an adjacent enemy this now teleports them away from you randomly instead of bringing them to you. These classes could use more survival utility, and Bone Grab is particularly worthless on Corruptor at the moment.
Bone Nova: Removed. These classes do not need an off damage type PBAOE.
New Talent - Bone Spike: Passive. Casts a mini-Bone Spear at all enemies in LOS that have at least 2 magical debuffs at the end of your turn.
Bone Shield: Now only procs on damage over a threshold based on spellpower, cooldown reduced to 15 from 30, charges reduced. This is particularly important for Reaver since the game is full of melee retaliation damage, but even on Corruptor its too much. This should preserve the theme of being vulnerable to small hits without letting every little thing break your shield easily.
(CURSES)
Curse of Defenselessness: No longer has a save check but only lasts 5 turns. This should guarantee Corruptors can always land their debuffs at least some of the time.
(PLAGUE)
Virulent Disease: Now passive and applies on non-disease blight damage dealt (prioritizing an enemy with the highest disease count). This talent already feels like a proc since its an instant cast that you spam on cooldown all game. This way, though, you do actually have to do something to get the effect. This indirectly removes the range 5 limitation which will help it be more useful to Corruptor again. Overall, this is a minor to moderate nerf but QoL improvement that should still maintain the functionality of the rest of the synergy talents in the tree.
Cyst Burst: Cooldown reduced from 9 to 4, range increased from 8 to 10, cost increased to 25, damage increased from 15,85 to 15,120 (45,360 at 3 diseases), targeting changed to hit from bolt. This helps add another short cooldown blight damage nuke for rotations trying to maximize the new Virulent Disease. At 9 cooldown you're stuck having to save it for once you have all your diseases built up pre-catalepsy. Targeting is simple QoL, its annoying when you can't use a combo setup talent because some dumb trash mob is in your path.
(ROT)
Infestation: Now checked before Bone Shield to avoid antisynergy.
(SCOURGE):
Rend: Removed. Bleed is out of theme and not synergistic with Reaver, and since Reaver only gets 3 melee specific strikes I'd like them to have a fair amount of polish.
Dark Surprise: Removed. See above.
New talent - Virulent Strike: Replacement for Rend. Same damage but each hit increases the duration of a random disease on the target by 1..3.
New talent - Corruption Strike: Applies a brief 100% disease immunity reduction, removes 2 nature sustains, then hits with both weapons for blight damage. This is kind of a messy design. The original plan was for a strike that stripped nature effects and sustains, but after talking it over with people adding more things that kill infusion buffs and such didn't seem like a great idea. The disease immunity reduction is applied before the weapon attack making it pretty useful for applying the new VD or disease weapon procs on the same hit.
Acid Strike: Radius now scales, damage on the splash increased, cost increased.
(BLIGHT)
Dark Ritual: Crit mult reduced.
Corrossive Worm: Resistance reduction reduced.
Poison Storm: No longer ignores poison immunity, radius reduced by 1.
(VIM)
Dark Portal: Swapped places with Vim Sense to give these classes mobility a bit faster.
Vim Sense: Cooldown reduced from 25 to 15, blight resistance lowered, now also reduces saves, cost increased. Since this is a not terribly impressive 2 talent combo with Leech it didn't make sense to have it on such a long cooldown. Landing debuffs is a problem both Corruptor and Reaver have and since this talent needed love anyway it was a good place to put it.
Leech: Values reduced. These numbers were okay at 25 CD, but its a bit generous at 15.
(SANGUISAGE)
Drain: Cooldown reduced to 5, no longer blocked by allies. This is never a high impact talent so there isn't a good reason to limit it by cooldown so strictly. Pets blocking it was really annoying.
Bloodcasting: Now passive. Anytime you cast a spell you don't have enough vim for you pay twice the cost in life instead.
Absorb Life: Now instant cast.
Life Tap: Redesigned. Now gives lifesteal for 2 turns. Use before a big Catalepsy, AoE bombs in general, etc.
(TORMENT)
Wilful Tormenter: Numbers raised a bit, changed to passive instead of sustain.
Bloody Vengeance: Now checked before Bone Shield. Added log entry, clarified that it works on all talents not all spells.
(VILE LIFE)
Blood Splash: Both heals can now crit. Simple scaling improvement.
Vile Transplant: Range increased to 5 from 1. We don't need this talent being so melee-specific and this change also lets you more easily dump on random trash mobs if you can't beat the save of the stronger targets.
Healing Inversion: Range increased to 10.
(BLOOD)
Blood Grasp: Now increases your max HP based on damage dealt, no longer has friendly fire. This is designed to help things like Leech and other healing not have strong anti-synergy with Bone Shield, but the numbers have been lowered to be suboptimal in a damage rotation.
Blood Boil: Redesigned. Now consumes 1 disease, bleed, or poison on enemies to deal damage and slow them healing you for each one.
(REAVING COMBAT)
Corrupted Strength: Damage considerably reduced. Just another part of refactoring class power to make room for the buffs.
Bloodlust: Spellpower cap increased significantly, buildup time increased slightly. The amount of time this takes to stack is not trivial, and with 1.5 numbers its underwhelming even if it just gave the spellpower passively. Also, having spellpower available directly reduces the value of staves, though not that significantly.
Acid Splash: Accuracy reduction removed, damage significantly increased. The accuracy reduction feels random and out of place (were not a defense class) and this adds a bit more acid damage to the class.
(MISC)
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Add a disease effect coloring to Actor tooltips
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Clarified that Bloody Vengeance reduces all talent cooldowns not all spells
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Fix Rot Carrion Worms being hardcoded to attack the summoner
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Disable Worm Walk on NPCs as it currently has no tactical table and is a % of max HP healer which were planning to disable all variants of until they're rescaled to something else
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Fix Carrion Worms spamming the combat log with useless 0 damages
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Remove the combat log entry for Leech
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Fix Bloodlust stacking on self damage
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Fix Carrion Worms not properly inheriting spellpower
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Fixed Vile Life breaking on effects that get removed during iteration
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Change Healing Inversion to always use the effect source for projecting to fix various bugs
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Fix Cyst Burst and Epidemic not checking resists/saves properly
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Fix Pestilent Blight breaking if the target is dead
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Fix Bone Shield not updating without reactivation
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Remove log spam from Bone Shield regeneration
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Fix Corrupted Negation tooltip