Juggernaut's lengthy cooldown means it is essentially a single-use skill in any given pvp battle. It's great to see the health boost portion skill finally be made scalable. My concern with attaching the scale to the armor value (other than the ridiculous permanent aimed shot debuff mentioned by Madnex) is that it would end up being
confusing. Players would be stuck having to make a complex calculation to determine the actual benefit to them personally. It may be less interesting, but I support the level scalar where the health benefit is based on level. Straightforward is better when you're spec-ing in game, both for new players and veterans.
Another thought is that it seems disruptive, unfair and upsetting to take away almost all of the expected benefit that shark (lower level pvp) warriors have had for years. If this change had been made during the level 26 cap you'd hear justified accusations that STS was nerfing warriors. Imagine the outcry retroactively... yikes! I think pinning the 300/500 health benefit to a 'fair' level like level 21 may be a possible solution.
|
Tap (+10/lvl) |
Charge (tap*1.66) |
1 |
100 |
167 |
6 |
150 |
250 |
11 |
200 |
333 |
16 |
250 |
417 |
21 |
300 |
500 |
26 |
350 |
583 |
31 |
400 |
667 |
36 |
450 |
750 |
41 |
500 |
833 |
46 |
550 |
917 |
I hope sometime in the very near future developers seriously address Aimed Shot. This one skill is responsible for nearly all claims of class imbalance and all the drama has come with them. It gives rogues insanely overpowered damage output that will only get worse with each level cap. I've heard comments like: "...rename the game to Rogue Legends." AS is a game-breaker that's never been seriously addressed. Juggernaut isn't nearly enough to balance out AS, but it should be.
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