The Malice Mechanic
i suggest malice be charging faster, like two times faster.
Thing is with Might, you don’t get to hold onto it for an additional…
18 seconds assuming you never attacked the target.
21.5 seconds assuming you’ve been attacking the target.
…when you max it.
This is because Malice’s duration is 25 seconds long, If you DO max your malice before killing your target, you get 10 stacks of might (I think you need to trait for it?).
Functionally, Malice is working as intended for the what the Deadeye was designed to do. A LOT of single target damage.
But I don’t know how where I stand on speeding up Malice charge time. On one hand, it feels pretty slow even when you’re attacking something. And if the other player just wasn’t that good, was super squishy with nothing to stop me from hurting him, or was just plain caught out, they would die before I get the second blip.
Otherwise, I’ll probably get the malice stacks eventually. And this is where I’m REALLY not sure if we should ask for a malice charge buff. The deadeye’s damage without Malice is actually pretty decent. And it kills pretty fast still. But when you start dealing with Spellbreakers and all of their crap, you start to really notice something about malice.
You become a ticking timebomb. And the longer the duel drags on the more it goes into the Deadeye’s favor. Malice will start outrunning what Might can provide to a single target. And the Deadeye suddenly gains 10 stacks of might when it’s complete. A deadeye can now suddenly deal 8,000 damage with an auto attack. Or anywhere between 20-45k with his fourth ability. And I don’t think I agree with people saying that the 4th ability has a large tell. I’ve not seen a lot of people being able to successfully react and reflect that shot.
EDIT: Looks like malice stacking is no longer 7 seconds till a full charge of just waiting. Looks like it’s over the course of 10 seconds if attacking?
(edited by Leo Schrodingers Cat.2497)
The ten stacks is automatic (minor grandmaster trait). Name is Perfectionist.
You gain Malice three ways:
Passive (no attack) – slower
Active (with any attack) – medium speed
Special (on stealth attacks and other revealed from stealth moments if traited)
- Note: this also provides might x3
So you can mark target then hit them with a stealth attack. Now you have 2 Malice. Next you restealth and attack again. Now you probably have 4 Malice. Then you swap to regular attacks and gain last Malice a few seconds later.
It works the same if you trait for 7 max Malice because the cooldown in Malice gain is shorter.
So if you care to gain Malice faster you can trait for it and achieve it fairly quickly.
(edited by saerni.2584)
Thing is with Might, you don’t get to hold onto it for an additional…
18 seconds assuming you never attacked the target.
21.5 seconds assuming you’ve been attacking the target.
…when you max it.This is because Malice’s duration is 25 seconds long, If you DO max your malice before killing your target, you get 10 stacks of might (I think you need to trait for it?).
Functionally, Malice is working as intended for the what the Deadeye was designed to do. A LOT of single target damage.
But I don’t know how where I stand on speeding up Malice charge time. On one hand, it feels pretty slow even when you’re attacking something. And if the other player just wasn’t that good, was super squishy with nothing to stop me from hurting him, or was just plain caught out, they would die before I get the second blip.
Otherwise, I’ll probably get the malice stacks eventually. And this is where I’m REALLY not sure if we should ask for a malice charge buff. The deadeye’s damage without Malice is actually pretty decent. And it kills pretty fast still. But when you start dealing with Spellbreakers and all of their crap, you start to really notice something about malice.
You become a ticking timebomb. And the longer the duel drags on the more it goes into the Deadeye’s favor. Malice will start outrunning what Might can provide to a single target. And the Deadeye suddenly gains 10 stacks of might when it’s complete. A deadeye can now suddenly deal 8,000 damage with an auto attack. Or anywhere between 20-45k with his fourth ability. And I don’t think I agree with people saying that the 4th ability has a large tell. I’ve not seen a lot of people being able to successfully react and reflect that shot.
EDIT: Looks like malice stacking is no longer 7 seconds till a full charge of just waiting. Looks like it’s over the course of 10 seconds if attacking?
Really no large tell on a skip that reveals a kneeling Thief and a 3/4 sec cast with a giant orange laser connecting between the opponent and the Deadeye? And let’s not forget to get those big numbers Mark is above the enemy that’s being targeted and Below them too… and let’s not forget if Mark expires all the malice stacks go away completely and have to be reapplied.
Oh and how was havig DrD with DE Specs treating you. Lulz
The ten stacks is automatic (minor grandmaster trait). Name is Perfectionist.
You gain Malice three ways:
Passive (no attack) – slower
Active (with any attack) – medium speed
Special (on stealth attacks and other revealed from stealth moments if traited)
- Note: this also provides might x3
So you can mark target then hit them with a stealth attack. Now you have 2 Malice. Next you restealth and attack again. Now you probably have 4 Malice. Then you swap to regular attacks and gain last Malice a few seconds later.
It works the same if you trait for 7 max Malice because the cooldown in Malice gain is shorter.
So if you care to gain Malice faster you can trait for it and achieve it fairly quickly.
You could do that. But that’s something I typically avoid as it blows one of your strongest repositioning and escape abilities a little too soon. It’d be different if you take “Silent Scope” (Ridiculous name by the way… not sure how loud a scope actually is but what ever). But I tend to trade it off for Unforgiving, as that stunning blow just gives you a massive early advantage. You can open up hard on them with impunity and force them to blow their heal too soon. It’s also pretty nice when you take Merciful as well… can quickly swap targets and get the Spellblade or Holosmith that dived you off of you for a precious second of time.
Assuming rifle.
SC + Mark + CB + TRB + SC + CB.
Even just SC + Mark + CB + TRB + Shadow Bind + DJ is probably sufficient. If they live you get Perfectionist.
As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
It’d be different if you take “Silent Scope” (Ridiculous name by the way… not sure how loud a scope actually is but what ever).
By the by, that’s a reference to a Japanese arcade game about sniping of the same name. Deadeye isn’t as loaded with genre-specific references as the Berserker, but it’s got a few.
As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
Wouldn’t that ruin the name of “Double Tap” though?
As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
Wouldn’t that ruin the name of “Double Tap” though?
Yes but they already do that when you kneel. =P
Malice does affect the way stolen skills and conditions behave in that it increases durations.
This is NOT insignificant given you can apply Conditions and boons at range to enemies and allies respectively.
If the Reddit information correct this means your 3 seconds application of Resistance o 5 allies at 1500 range becomes 6 seconds at full malice stacks and your application of 3 stacks torment for 8 becames 3 stacks torment at 16 to 5 enemy at range .
If they put too much stuff into Malice it becomes more likely it will be nerfed.
There also a downside to modifying skills directly. Malice can only be applied to one enemy at a time and tactically there are many reasons for wanting to switch your marked target to another without resetting malice on the original. As example this happened to me several times where a person with Malice hid behind an obstruction while at the same time another target near death. I would switch off, fisnish the second and maintain malice stacks on the first.
The downside here is of course you lose that extra malice damage but under your proposal those modified skills would be doing less damage to persons with no Malice on them and you would decrease the flexibility of the build when making those tactical decisions.
The skills you mentioned already do excellent damage. If they were further modified in behaviour via Malice enhanicing said skills, the base skill would likley be made weaker.
As with my original post I would rather malice was used to enhance the way in which a skill behaves rather than just buff the damage or apply a stack of swiftness.
For instance the more stacks of Malice you gain the more bullets you fire with Double Tap.
Wouldn’t that ruin the name of “Double Tap” though?
Yes but they already do that when you kneel. =P
But it’s called Triple Tap then. So it still fits :P