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TEST SHARD Testing Patch - Rebalance Patch Phase 2

Crafting Skill Worn Equipment Bonus
  • The Crafting Skill Worn Equipment Bonus of Artisan Aspect Armor will now count towards a player's Effective Inscription Skill for bonuses to Spell Damage bonuses when casting spells using scrolls against creatures
Could this not apply to trap damage instead for tinkering?
 
What if wrestling weapons had a bit more variety by giving the 3 current ones different bonuses and speeds that match fencing weapons. This is mainly to make up for the fact that wrestle weapons are not unique anymore since potions are drinkable with all weapon types. (Wrestle weapons also cannot be poisoned)

-Martial Manual: gets kryss stats with parry dagger bonus (more parry skill)
-Cestus: keeps current warfork stats but gets parry shield bonus (more armor)
-Fistblade: gets shortspear stats and the 20% 2h bonus. (now counts as a 2h weapon for parry calculations).

Wrestle Codex: Why not add a small mana regen on hit chance to crane aspect based on your base dex so mages can't abuse it. This would make dragon stance and the Chi Thrust finisher more useable.

Earth aspect could also use a buff most likely.

cheers!
 
Now seems like a good time to delve deeper into that spend mana for wresrling bonuses idea. I wonder what it would look like if they allowed casting with a martial manual + tactics. Seems like there is a bunh of potential there with blood too, an underutilized aspect.
 
I am hung up on this patch and previous pvp proposals. Its difficult to squeeze 80 arms lore on builds when resist, taste, item id may be essential in harder areas

Please consider arms lore boosting armor for crafted gear in similar fashion as item id does for magic gear. Magic gear via item id double dips already for artisan or crafting skills, let arms lore boost crafting


For swing speed maybe spread out the air nerfs to dexxer skills like arms lore or tanking like magic resist , small boost such as skill/20

And/or consider removing dex cap to swing speed (helps blood armor and 120 dex from potions)
 
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First of all super excited about tridents on land!
When comparing weapon types, traditional dex weapons are often held back, while mage staves benefit from maximum range and no delay.
If the "no ammo" argument is going to be used, consistency should be maintained. The problem is mage dumps, so pure dex get punished because mages have the skill room to fit heavy xbow shots in their dump.
That is what should be addressed and not a shot delay in a game that constantly requires you to move.
 
was doing some testing with wrestling, it feels better, is there any way that we could get some light buffs for Haymaker and Takedown? They are feeling pretty underwhelming, you dont really have much of a reason to use them over Brawl.
 
Nice to see higher bleed damage being implemented. Will work well on new discipline aspect, but would have liked this change to affect blood aspect bleed as well.

Honestly disappointing that the META for chivalry dexxer is strictly Air aspect for damage or go holy or void on a tanking template.

We used to have Madness to complete with Air but now that's gone.

Blood was supposed to be the ultimate boss fighting aspect, but now it became a mage aspect and Air/poison are on par or better on bosses while also being the meta for farming.

I thought Air would have been brought down to be on par with other damage oriented aspects or that other damage aspects like blood would have been reworked to compete, but nope.

At first I was excited with discipline being reworked but honestly after trying it out, it doesn't change much, blood aspect somehow does more damage on a special effect/arms lore template.

If the goal was to make all dexxers go air or poison aspect, the goal was achieved.
 
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