Lord Tenebros
Member
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The Burning Solstice saga has come to its conclusion, and one of the biggest rewards to come out of the saga was the War’s Legacy/Ascendant armor. An armor that is the culmination of our ascension as the new War. And while I immensely enjoyed slaughtering the many mobs in the latest questline as War Undeniable, as someone who has played the game for a long time, I can’t help but feel concerned that, compared to other options that are either locked behind Ultra-Rare GGBs or are Limited Availablity/Rare, the War armor is actually somewhat lacking compared to those options. Specifically, I’m talking about the Mayhem skill. The War armor has three skills, which is one of the reasons why it’s so expensive. And while I am positively loaded with gold and will not have economic problems in the near future, many other players do not have the same reserves that I and others do, and it’s important that the equipment we buy in shops is worth the cost, ESPECIALLY when it’s as expensive as the War armor. Carnage is a respectable Fire nuke that is proficient in dealing with mobs that are weak or even normal resist to Fire. Panic has a rather unique approach to inflicting Fear in that it is completely free in terms of SP but costs a turn (the reverse of the Werewolf subrace’s Fear), and also targets those vulnerable to Fire resist. One could debate over whether Quickcast + SP cost is better than free SP + using a turn, but I can certainly respect the alternate approach the staff took regarding the Panic spell. However, I honestly feel as though the Mayhem skill is weak and unimpressive, to the point that it may as well not exist. The Mayhem skill is a Spell-based skill that, in exchange for not having any Ele-comp bonus, allows one to unleash the skill with the same element as the Weapon that the player is currently holding. However, on closer inspection and ESPECIALLY in comparison to other FO fire armors, these traits provide only insignificant advantages at best and only serve to render the spell completely inferior to skills by other armors. The first, biggest reason, and one that is WELL known by the AQ community as a whole, is the skill’s Spell-based nature. The fact that the Mayhem skill is Spell-based means that it cannot take advantage of Chieftain’s Ironthorn or many of the better Imbue options (Dragonslayer aura, Terror Fist), rendering its damage inferior compared to the meta armors of today. The reason why the top armors of today’s meta like White Knight Z, Angel of Souls, the Bloodzerker armors, and even the subrace armors are so powerful is because all of them, especially those with skills, can fully take advantage of Chieftain’s Ironthorn’s MULTIPLICATIVE 1.5x boost, a boost from a shield that is easily accessible by any player in the game. By contrast, Spell-based skills do NOT have such a powerful boost accessible to them. The best options they have are the Arcane Cutlasses, additive 30% boosts to specific Elements (Fire and Light) that are both locked behind UR GGBs. The next best option for Spell-based skills are the Magestaves, which provide a mere 9% boost, which is frankly pathetic in comparison to Chieftain’s Ironthorn’s 1.5x. The sheer discrepancy between the power of Weapon-based skills and Spell-based skills is immense, and the fact that the Mayhem skill falls under the latter category means that it by its very nature will be inferior compared to the skills of other FO armors. The second reason why the Mayhem skill is comparatively underpowered is because the advantage of hitting your enemy with any element you choose is insignificant in comparison to other armor’s skills. While in theory you will be able to target an enemy’s elemental weakness at will while in the War armor (eg hitting a Fire enemy with an Ice skill despite War being a Fire armor), in practice, this advantage is inferior to other armor skills, whose own weaknesses can be circumvented in ways that the lack of damage from Mayhem’s skill cannot. Blazing Bloodzerker, for example, grants a DOUBLE boost to Weapon damage that only costs 197 SP and is freely toggleable, which can be further taken advantage of with the four-strike SP skill of Bloodstained Morningstar Cross. Using all elements of this combo costs 491 SP, which is only 106 SP more than Mayhem with a much higher payoff. The only downside of this ability is the lock to Fire element, which is easily circumvented with the many Imbue spells currently available. Another significant example is the recently released Torontosaurus Rex, another FO Fire armor with a skill that does 1.5x increased damage in exchange for a higher SP cost, a cost that is rendered completely inconsequential due to Essence Orb (whose only drawback of costing HP can itself be offset through many different ways). Even other armors without elecomp, like Angel of Souls, have much more worthwhile benefits such as a miniscule HP cost that is practically free to pay even for builds with 0 END and no mana shields. Not to mention the fact that all of these cases are Weapon-based skills, meaning that they benefit from Chieftain’s Ironthorn while Mayhem’s skill cannot. Finally, and this is more of a gripe than a genuine weakness necessarily, but the Mayhem Skill does not really benefit the functionality of the armor in a significant manner. Carnage and Panic each have their uses in destroying Fire-weak mobs and causing Fear based on Fire resistance, but if the Mayhem skill was removed I honestly would not notice a significant difference. Though I do not have hard numbers to back this up, whenever I used the Mayhem skill I barely noticed a significant difference between using Mayhem and using the War armor’s basic attack, while I found uses for Carnage and Panic. Even if there was a difference (and from what I’m aware it only does 1.5x the damage of a normal attack), it certainly was not enough to justify using 385 SP for it. The Mayhem skill’s only purpose is to do damage, and it fails to properly accomplish this goal in comparison to many of the best FO armors in the game, and even in comparison to the Carnage skill. The War armor may have three skills, but having one skill that accomplishes a great deal is much more valuable than having three skills that are merely “good” or, in the case of the Mayhem skill, flat-out mediocre. Considering the massive investment and excitement that went into the Burning Solstice saga both by the staff and the playerbase, and the significance that the War armor represents for the Chosen, it would be a massive shame for the War armor to simply be tossed aside because it was inferior to the options already available. TL;DR: (1) Mayhem is Spell-based instead of Weapon-based, already making it inherently inferior, (2) skill advantage of using element of choice is inconsequential compared to things like WKZ elecomp, Toronto 1.5x damage, fire subrace versatility, and AoS’ nonexistent HP cost, and (3) the skill doesn’t do anything outside of damage and doesn’t do that very well. With that being said, it’s one thing to identify a flaw, and it’s another thing to correct that flaw. And I have prepared some solutions (in order of preference) to improve the Mayhem skill that I believe will bring the War armor’s Mayhem skill closer in line to armor skills that are considered some of the best in the game, or at the very least give players a reason to use the War armor instead of the other FO fire armors that currently overshadow it. Solution 1: Make the Mayhem skill Weapon-based. This is arguably the simplest and most obvious solution, and one that I'm sure that many others would agree with. While I understand that many of the older armors have Weapon-based skills and that they are slowly being phased out, the fact that the most recent armor, Torontosaurus Rex, has its most powerful damage-based skill as Weapon-based demonstrates that Weapon-based skills are very much still being put into effect in modern AQ. Making the Mayhem skill Weapon-based would allow it to also take advantage of Chieftain’s Ironthorn, narrowing the considerable gap between its damage output and the damage output of other Weapon-based skills. As stated before, a spell-based skill that only does damage is strictly inferior to a weapon-based skill thanks to Chieftain’s Ironthorn and the latter’s ability to take advantage of Imbue abilities like Fire Dragon Talon, Dragonslayer Aura, and Terror Fist. And thematically, it makes sense for the Mayhem skill to be Weapon-based. The War armor uses his sword to tear open the fabric of reality and summon many medieval weapons to attack the foe simultaneously, using the exact same element as the player’s weapon. If ANY skill deserves to be Weapon-based, it is the Mayhem skill. It certainly makes more sense than a Weapon-based skill like, say, Angel of Souls’ “Time to Burn”, which summons blasts of darkness from within the arms of the cloak. Solution 2: Give the Mayhem skill a new functionality to compensate for the inferior damage. Another solution to improve the Mayhem skill is to give it a new feature to compensate for its comparable lack of damage. Since the War armor can already inflict status through Panic, a different and novel option would be for the Mayhem skill to give a Self-Buff status to the player upon using it. An idea that I and others (including Cray) have discussed on Discord is for the Mayhem skill to give a “Berserk” status to the player similar to the Grakma Warhorn, renamed to better fit the theme of War Undeniable (such as “Ascendant’s Fury”, “Rider’s Wrath”, etc.). Thematically, this would fit with the theme of War drawing upon the chaos of battle to empower himself. A Berserk-like status would also not need a damage penalty at least in theory, so the skill can continue to follow Weapon elements like it currently. A status like this would be VERY useful, ESPECIALLY if it was allowed to persist outside of wearing the armor itself (like Mason’s Choke Imbue) or if it could stack with repeated uses of the skill (eg +15% damage and -10 BTH, stacked up to a max of 3 times for +45% damage and -30 BTH). If the Mayhem skill could grant a self-buff like this, especially one that persisted outside of using the armor, the War armor could easily become one of the most valuable armors in the game without being the best Fire armor available even if the Mayhem skill itself did half the damage it currently does. Considering that we have other spells/skills such as Arms of the Dragonguard that guarantee Lucky strikes, I do not consider my suggestion too unreasonable. Solution 3: Make the Mayhem skill do Void or Harm damage. This is probably my least favorite solution of the three, but it IS an option. The Mayhem skill doing only 1.5 times a normal attack’s damage for 385 SP would be completely understandable if the skill had a unique niche where it did Void or even Harm damage. While this would not really solve the problem of the skill doing less damage than many other top-tier FO armors, it WOULD give the War Undeniable armor a unique niche as being one of the few armors in the game that would be able to handle high END, low resist mobs that are the bane of every AQ player’s existence. It would at the very least give the players a reason to use the skill, a motivation they do not currently have. As I have stated before, I have nothing but the utmost respect for the staff for the work they put into the War armor, and it would be a massive shame for the armor to be dismissed and discarded as inferior due to being too expensive and not worth the cost. I believe that implementing any of the solutions I have listed for the Mayhem skill, especially the first two, would go a long way in greatly improving the skill and the power of an armor that is meant to be the incarnation of a god and a major development in the life of the Chosen. Thank you very much for your understanding and taking the time to read this.
< Message edited by Lord Tenebros -- 10/12/2019 18:40:54 >
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