Quickness rebalancing rebalancing?

Quickness rebalancing rebalancing?

in Suggestions

Posted by: Xhosant.3196

Xhosant.3196

I would just like to note that, although perfectly justified to avoid damage spikes, the quickness nerf was , uh, demolishing for a good number of builds across the classes. I’d just like to point out that doubling all quickness sources in return for halving its potency would reduce spikiness just as much, but would net 0 total nerf for the builds. A win-win, i would think.

This has also caused an issue specific to warriors (as far as i can think) with their skill, Frenzy. Pre-patch, it boosted your action speed by x2 (and thus up to doubled your damage) while boosting your damage taken by x1.5, making it viable. Now, it boosts action speed by x1.5 too, so the good side and the bad side of the effect only break even, at best. That makes it almost completely nonviable. I think it’s urgent (and fair) that the negative side is also halved (same for any such skills across the classes).

Thoughts? (Keep it constructive)

Quickness rebalancing rebalancing?

in Suggestions

Posted by: Rakuren Kenshou.7689

Rakuren Kenshou.7689

I agree.

The damage taken should be taken into account.

“I reject your reality and substitute my own.”