Marauder Start Area Feedback
I think the biggest problem with the Marauder starting area is that there is no reasonable way to traverse between the upper path to the lower path, and because the lower path melee nodes are somewhat low value.
Also the stun duration and stun threshhold reduction seem to be really strange. They seem more like a niche thing, so it doesn't make very much sense for them to be one of two "exists" from the physical damage portion of his starting tree. I would like to see the exit of the bottom tree similar to the way the Witch's elemental starting point ends, but instead of splitting into 3 elements, splitting into 3 weapons: Swords, Maces, and Axes, with 1 notable for each, and having the stun reduction / increased duration worked into the maces path. I agree with what everyone else said about the defensive tree. The flask recovery nodes and the crit reduction nodes are pretty dubious. |
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It would be nice to receive some feed back from the dev's or some information on the issues they're aware of and the direction they'll trying to take the Marauder Area. That way we can tailor our suggestions and feedback around that information instead of beating a dead horse or preaching to the choir.
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That's not so necessary. We're all looking at the same tree here, and they were very close to the pulse of what we asked for with the Ranger revamp (pliz make her first two defense points raw life% instead of "evasion and life" btw).
Aspect of the Panther for example has movespeed on it. I suggested that. "Being a kitty should make you move faster, it only makes sense. rawr." Whether that's my fault specifically or we were all thinking in the same direction, that's for God to say. (I choose the latter, since I have reverse narcissism.) Just share what you love and hate the most about the place, and respond to their response (the revamp of the area) in a couple years when we come back around to this topic again. After all, their feedback injected into our feedback only poisons the feedback and narrows its focus. The focus of the feedback. The idea is to gather new ideas. "Marauder area and those adjacent. Changes coming, probably. What'cha think. Go." Perfect. Also: I think the Marauder should have a small share of powerful Axe clusters, to give him a little more breadth than just "that hammer guy." Последняя редакция: LimitedRooster#5890. Время: 7 нояб. 2013 г., 00:40:07
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The area directly in between marauder and templar is pretty useless, all of them are below average- like the old physical damage passives before they we re buffed. The only decent one is the newly added totem circle but then again, since you have nothing else to get it is wasted points.
I suggest a complete rework of this area and definitely buff/change the staff passives, because all staff circles are sub-par already, and since there is one in this area it could be buffed/changed completely. The two hand / shield / one hand / mana circles are below standard and no one will ever use them, so they should be buffed/ removed. Also, if you guys plan on keeping them and buffing them it would be great to add some uniqueness to them. For example, Staff: stun threshold reduction doesn't exist on a staff circle maybe a nice notable like "3% block and, 10% stun threshold reduction with staff" Two-Hand: big two-handed notable could have something like "+18% 2hand damage +10% area of effect radius with 2 handed weapons" (like two handed weapons would naturally work better with aoe melee skills like sweep, cleave or ground slam ) One-Hand: notable could have like 8% attack speed and ~20% reduced chance of being blocked, which currently only exists to swords, it could be unique to this area to have for any one handed. Mana: a standard +16% mana 40% mana regen notable would be nice, but is probably too close to Scion therefore i think it should be moved way more near the west side. Also, instead, it could just be changed to 6% life 8% mana nodes which are decent. Shield: it would be nice if marauders had easier access to chaos resist, and maybe a notable for shield could be something like "%block chance + ~10% chaos resist" or even a new unique passive like "20% chance to avoid/block chaos damage when holding a shield" Armor: Maybe this should just be removed, but you can try something new and fuse it with shield for "1% block +10% armor" instead of defence from shield or call it something like Living Armor and do "0.2% hp regen +10% armor" with a big notable saying "+0.4% regen 20% armor 12% life" Anyways, maybe some of these idea can be used elsewhere in the marauder area but i really think the part in between marauder and templar is never used and even if you are going to scion you will not want any of these passives either way (other than totem one, that is fine) Последняя редакция: Ardziv#1837. Время: 7 нояб. 2013 г., 05:11:28
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The only things i want is merge the weapon type :
+ 1 hand sword + 1 hand blunt ( blunt = axe + mace ) + 2 hand sword-blunt-staff + Rapier and adds spear Marauder was designed as warrior, i think he should master all melee weapon as well, except rapier ![]() 1. Templar was designed as shielder, he should have 1 hand weapon node. 2. Templar area got few DEX node, he shouldnt use high dex weapon --> so i put 1 hand passive at Marauder/Templar area, --> same as duelist Marauder are is mess, im following 2 hand sword, you threw some 1 hand sword here, 1 hand mace, axe here, blah blah. I cant track the next 2 hand passive at where. Sword : Hight critical chance, low accuracy, need high DEX/Accuracy --> good for duelist, coz he can learn many DEX node. Blunt : High accuracy, low critical rate 2 hand sword-blunt-staff : Needs inbult HP with damage nodes. Because these are lacking of defensive stats. 1 hand weapon can get block with shield/dual wielding Последняя редакция: lightmoon#6703. Время: 7 нояб. 2013 г., 13:56:06
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I already posted some broader information about the shortcomings of the Marauder/Templar area. Here are my thoughts directly on the starting area. As for your instruction
" The Dev's did a fine job with this on the Duelist. The Marauder starting paths should follow that general design. All values I give are just random and I'm not suggesting they are balanced. I'm just going to focus on the north Marauder path and not get to the south path where 1 handed and 2 handed dmge nodes would be.
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The first Node defines the Class. The Marauder gets a pure Life node. It should be buffed to around 16%
The next node should further enforce the character of the class while being useful. Regen is reinforcing the life based "red" aspect of the Marauder and will be useful later on. I think forcing it now is a good idea because new players often underestimate it's benefit while leveling and it's increased affect in the late game. But not that pathetic 0.4%. Trolls blood should be moved to the second node. From here the Path splits just like it does now. I think life should continue along the bottom and armor along the top. Life gets 2 8% nodes and a 12% node. Armor needs a major re-haul. First node is 15% armor. Second node is 10% armor 6% life. 3rd Node is 20% armor. The life and armor paths now both meet at Heart of the Gladiator. Redesigned as 30 Max life, something, something.. Heart of the Gladiator should path south, west and north. The south path should connect to the Marauders version of the Duelist Mana Flows Cluster. 1st Node - 8% reduced cost of skills. Second Node - 8% reduced cost of skills. 3rd Node - 20 int, 10% reduced cost of skills, 4% reduced mana reserves. From there the 1st 8% reduced cost of skills node paths south to where the Marauder 1 handed and 2 handed nodes should meet. Much like the Duelist Mana Flows connects to Acceleration. Heart of the Gladiator's North path should lead to an extensive 5 node armor cluster. Ending in Armor Mastery. I'd suggest something unique here possibly along the lines of adding in base armor instead of just the %. The usefulness here is Marauders often can't (or don't want to travel) to Iron Reflexes and can't run Grace. Base armor from the passive tree would help Determination allot. I also think the Marauder needs a version of Ignore all movement penalties from armor. But perhaps to keep it from treading on Duelist feet it should be attached to a Shield Node Cluster. Heart of the Gladiator's West path takes it to Diamond Skin and beyond. The basic idea here is just to immolate the efficiency of the Duelist tree without copying it completely. The power of the Duelist area is as follows. Strong starting paths lead to powerful nodes (Master of the Arena, Acceleration) Which branch into strong 3 Node clusters. Which then lead to 8 paths exiting the area. You're forced into the most powerful class defining node(Master of the Arena) and then where to go next is intuitive because it's 1 handed dmge, 2 handed dmge, armor, armor/evasion, Mana. Even new players know what they want. So they just follow the carrot. Out of the 6 powerful 3 Node clusters that lead from MotA and Acceleration only the 2 handed cluster could ever be considered a mistake because a new player might decide to take resolute technique later on. But 2 handed weapons aren't native to the Duelist anyway. And it wouldn't even be that bad to waste 20% accuracy because the cluster is placed next to so many other useful nodes and clusters. Thats a very tight and efficient starting area. Despite other opinions I would still like feedback from devs. Information is powerful. Последняя редакция: nodestar#4855. Время: 7 нояб. 2013 г., 13:04:09
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" Thats a cool idea for sure. The problem is Axes and Maxes specialize in different things. Maces stun and axes crit(at least in theory?). So you'll almost always have resolute technique with maces but Axe nodes tend to at least in part come with accuracy. A Weapon Master type key stone or maybe just a notable node that allowed all your Axe and Mace specific Weapon Nodes to affect each other would be pretty awesome. It would allow for double dipping so there would have to be a big draw back. Последняя редакция: nodestar#4855. Время: 7 нояб. 2013 г., 13:51:01
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" In real life, if you can use axe, you can use mace too. Because you will do same action with both weapon. Axe/Mace : Swing, plow. With the axe/mace merge, the stunning of mace and the critical chance of axe must be inbult option/ implicit modifiers. ![]() But you cant thrust someone. For me, critical strike is when you give them heavy plow or thrust, sword must have high chance to do critical hit. Sword : Slash, plow, thrust. Marauder's 1st node must be : gains mana on normal attack hit. Последняя редакция: lightmoon#6703. Время: 7 нояб. 2013 г., 14:17:38
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My impression of quite a few builds is that the lower marauder area is junk and most of the area in between Mara and Dualist is junk. If you really want to see more build diversity then have some life on every notable passive or have 1-2 life adding nodes in the 5-6 node clusters. We require 200-250% life to run higher end maps so mara should being the str based char should have easier access to about 250+%.
A good idea I keep seeing people saying is adding a small amount of Hp +10 or 6% to defensive nodes. It would allow people who spec high defense to gain some more Hp in the process. In fact you could probably do what someone else said about changing the scion hp circle with armor + hp and buff all evasion and armor nodes with hp to balance it out. Последняя редакция: DarkHeart69#3094. Время: 7 нояб. 2013 г., 19:04:03
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Most of my comments have been covered in terms of specific nodes or clusters, but I'll toss in a couple:
1) the areas between Mara/Templar are pretty much universally terrible, which is why I almost always end up doing it on stat nodes. 2) A lot of the keystone choices feel forced - I have to take Resolute Technique because there's not much dex/accuracy. I need blood magic because there's no mana boosts or int at all. Etc. 3) There seem to be a lot of 'plain Jane' options and not much of interest. The 4 stun nodes make a good point. Why not one of each with the same stats and an optional keystone with a new 'On Melee Stun' proc. Maybe something like Crushing Blow, removes 5% of enemy max HP on Melee Stun. Or an armor keystone that ads base armor as a function of life (something many Mara truck all the way to IR trying to get). Actually the more I think about it the more it bugs me that Mara is supposed to be armor aligned but is far, far less efficient for stacking armor due to Grace and IR. I know that's not really a passive tree thing, but there should be an effective way to stack armor within the Mara section of the tree. Which means an effective way to generate 1k+ base armor via a new keystone and some 'more armor' in a larger defensive cluster, really. Последняя редакция: C0Y0T3_SLY#2226. Время: 7 нояб. 2013 г., 21:31:02
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