I seem to remember them buffing hooks stats once during the Nordr cap. Better too late than never. :)
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I seem to remember them buffing hooks stats once during the Nordr cap. Better too late than never. :)
Yeah, but some player, can't remember who ... Energisomething ... complained that buffing old weapons destroys the economy for new weapons, and he made that same argument again against the idea of buffing the level 36 Mythics when the 41 Legendary had higher damage and if you notice STS has NOT buffed any old weapons since. I am pretty sure that player is going to make sure that STS does NOT buff the Level 36 Arcane Staff as he will clearly argue it will absolutely ruin the economy of the Level 41 Mythics. Sad for all the Sorc's out there, but they should take the issue up with him.
You misremember what happened. I was not against the buffing of arcane hooks during the Nordr expansion. What I was against was when people wanted it to again be buffed in the Shuyal expansion so it would be better than level 36 legendary weapons. At the time I said if they did that then I would quit end game and make a level 26 pvp rogue.
My reasons had little to do with the economy. The stats of any arcane item are not going to have an affect on the economy as they are too rare to matter enough. My reasons had to do with pvp balance. When you buff them for end game, you also alter twink pvp balance. But since arcane sorcerers were not even the slightest bit OP at level 36, that is not an issue.
The hooks were indeed very OP at level 26, so buffing them again and again would not have been a wise idea as they would have ruined level 26 pvp forever.
Also, notice that I am not suggesting they increase the stats of the kershal, nor am I suggesting they increase the damage. That is what people who wanted the hooks to be buffed were arguing for. I just want them to change the proc to be similar to other arcane weapons.
If they want to "fix" the staff here is my proposal.
1) Eliminate Shadowflare, lets be honest with ourselves, no one is charging this thing. And replace it with a normal charged attack that every staff has which stuns. Because its not a spell no matter how many times you say it. Its just a low chance to proc on a charged attack.
2) Move the charged attack proc (10% crit reduction & snare) to the normal attack. And make whatever necessary adjustments in terms of chance in combination with the current non-charged proc.
This doesn't fundamentally change how the staff was intended on working beyond eliminating the issue with that it does less damage when charged. Then when we charge it, we can stun with it and it functions like every other staff. And we still get the benefit of 10% crit reduction and 30% snare when it procs.
And in my opinion this should have been the original design. Look at the other arcane weapons:
1) Maul: Chance to proc AOE stun, reduce armor by 50% and +60 STR
2) Hooks: Chance to -15% Armor, -20% Movement Speed, and Bleed Effect.
So you telling me if the proc was changed to this it would be any different then the proc on other arcanes?
Proposed Arcane staff proc: Chance to proc +60 INT, +10 Mana regen, -10% crit, 30% snare
I am not asking to have the base stats buffed, but if you implemented a feature that no one uses then this is a bug in my opinion and should be fixed. This is the entire point I have been trying to make when I posted this in the technical forums back in October.
@leonut really? How about you simply click on page 3 of this thread?
Ive asked Ami to report this to the devs in chatbox several days ago, and she said she did it already. I will really like to know how the staff is changed to :) Lets look at arcane weapons
Maul: Chance to proc AOE stun, reduce armor by 50% and +60 STR.
Hooks: Chance to jump to others, -15% Armor, -20% Movement Speed, and Bleed Effect.
Scepter: Chance to proc 60 INT, and 10 mana regen. <-- wtf?
And if the charge time was reduced can it be significant? lol 1.8 sec changed to 1.6 sec with a "spell" nobody ever used because it does low damage (= uncharged attack), no stun, only "chance" to slow, but in either PvP or PvE slow is nothing special. At least please make it a stun or even a root, so it can be used to be an alternative spell from fireball.
Whatever floats your goat as they say :O
I think Kershals are pretty crazy op but eh, they're arcane and 35m-40m+ for a reason, thought I would speak my mind^^
The sorcs biggest problem in the game: armor... Kershal (ithink) good enough... but 1022 armor is too low..
Mages iv seen can get 4.1-4.4k health with like 1040+ armour, yet rogues can get like 3.9-4.1 with like 1.3-1.4k armour+the crazy dodge they have
A stun on an uncharged attack is too op. I never made any fictions about it being op or high damage, read my posts correctly, I said that adding a stun on an uncharged attack will be way to unfair for other arcane items. Look at Hooks, it is completely ignored. I agree that the staff is weak compared to maul so I suggest STG to buff the proc and decrease the time it takes to charge an attack.