Saephis
Virtuous
Hello There (Again)!
I know this may be opening a can of worms, and this probably belongs on a forum that was sand blasted away years ago (RIP, but not really IP, Rules Discussion), but with the ... befuddling change around Eviscerate to ... Taunt? I have to ask the question.
What's the path we're going after?
I mostly/begrudgingly followed the very bumpy road from 1.(coughcough) to 2.0 to "reduce damage" in increasing the XP cost in each purchase of Backstab and Weapon Proficiency, and hope that Monster cards reduced body points accordingly (mileage may vary). And the change with Assassinate/Slay to split out use-charges and increases in damage, sure, okay. Changing Eviscerate to Eviscerating Blow from All + 1 to 500 wasn't a huge deal, but it was another change to Melee, as well as the change of the Rogue side of the house.
2.0 to 2.1 saw the change to now one explody-boi with a trap can now break all your magic weapons for ... reasons? Yes, craft professions needed attention, but "lets make magic weapons in general able to be broken with Shatter / Explosive effects" seems an unnecessary further nerf that seems poorly thought out, and I'm curious what the lasting shift to melee players was (thus the bump to that thread).
Then the move to replace Eviscerating Blow's burst damage to ... "Look at me for 10 seconds" Taunt seems out of line for what was previously the precipice of the ... 6? 1.something Fighter skills. In any case, a further reduction to the track record of reducing melee damage options.
This is without going into the Magic options that used to exist (Damage Auras, Monster Slayers, Racial Reavers) or other temporary boosters via production skills, obviously.
But with this series of changes, I have to ask the question again -- What is the actual plan on what's going on with Melee?
Fighters seem to be losing options on actually doing damage beyond increasing costing of weapon proficiencies to buy Slays, that I'm guessing will be next on the chopping block. How long until someone decides Doom Blow needs to be replaced with the skill "Civil Discourse" for Rogues?
Taunt as a skill can be fine, I can see it as a place, but not as a replacement for a burst damage ability -- regardless of how (in)frequently it landed (this is a monster card problem, not a skill existing problem).
If there's a better (but still visible) place to ask the question that isn't ARC/Marshal Questions (since it isn't really either?), by all means, but this seems a relevant question?
I appreciate the attention in advance!
I know this may be opening a can of worms, and this probably belongs on a forum that was sand blasted away years ago (RIP, but not really IP, Rules Discussion), but with the ... befuddling change around Eviscerate to ... Taunt? I have to ask the question.
What's the path we're going after?
I mostly/begrudgingly followed the very bumpy road from 1.(coughcough) to 2.0 to "reduce damage" in increasing the XP cost in each purchase of Backstab and Weapon Proficiency, and hope that Monster cards reduced body points accordingly (mileage may vary). And the change with Assassinate/Slay to split out use-charges and increases in damage, sure, okay. Changing Eviscerate to Eviscerating Blow from All + 1 to 500 wasn't a huge deal, but it was another change to Melee, as well as the change of the Rogue side of the house.
2.0 to 2.1 saw the change to now one explody-boi with a trap can now break all your magic weapons for ... reasons? Yes, craft professions needed attention, but "lets make magic weapons in general able to be broken with Shatter / Explosive effects" seems an unnecessary further nerf that seems poorly thought out, and I'm curious what the lasting shift to melee players was (thus the bump to that thread).
Then the move to replace Eviscerating Blow's burst damage to ... "Look at me for 10 seconds" Taunt seems out of line for what was previously the precipice of the ... 6? 1.something Fighter skills. In any case, a further reduction to the track record of reducing melee damage options.
This is without going into the Magic options that used to exist (Damage Auras, Monster Slayers, Racial Reavers) or other temporary boosters via production skills, obviously.
But with this series of changes, I have to ask the question again -- What is the actual plan on what's going on with Melee?
Fighters seem to be losing options on actually doing damage beyond increasing costing of weapon proficiencies to buy Slays, that I'm guessing will be next on the chopping block. How long until someone decides Doom Blow needs to be replaced with the skill "Civil Discourse" for Rogues?
Taunt as a skill can be fine, I can see it as a place, but not as a replacement for a burst damage ability -- regardless of how (in)frequently it landed (this is a monster card problem, not a skill existing problem).
If there's a better (but still visible) place to ask the question that isn't ARC/Marshal Questions (since it isn't really either?), by all means, but this seems a relevant question?
I appreciate the attention in advance!