
Originally Posted by
Muspel
I'm not really looking too much at damage/health/avoidance numbers compared to the other tanks here. Instead, I'm giving feedback on the concepts and mechanics of the changes.
Combo points still don't matter to Riftstalkers. This isn't a game-breaking issue, but it's pretty boring when your rotation doesn't matter much. The only finisher that changes anything other than damage is Power of the Planes, and that's only used once a minute. Changing the Riftstalker 4pc synergy crystal bonus to a self-heal from finishers might be a good way to address this.
From a DPS hybrid build standpoint, the talent tree could use some restructuring. Stalker Phase and Ruthless Stalker seem really deep for DPS-oriented talents, to the point that I doubt they'll ever see any use in PvE. There's some PvP uses I can see, but on the whole, the soul just doesn't synergize well enough to be used for anything other than tanking. Again, this isn't the end of the world, but switching the location of a few talents would probably be a good idea.
Some of the new talents just seem... bizarre. Planar Boost is probably the best example here-- much like Stalker Phase, it's too deep for DPS specs, and even if you did pick it up, finishers are such a big part of rogue DPS that I'm not sure if it's even a DPS gain to stack it up.
Planar Splash isn't bad, but it seems like a solution in search of a problem. Rogue tank AoE is plenty high as it is (and we already hit everything constantly with Planar Vortex), so this just seems redundantl. I'd like to see an ability that fills a different niche-- for instance, what if it instead made your Memory Capture emit a Planar Vortex as well? That would give rogues a way to gather AoE on distant add spawns if you planned ahead.
Planar Rejuvenation is really, really weak, especially for a capstone talent. In ID gear, it's healing me for 274 every second. Even in an expert dungeon, that's terrible, but in raids, it's laughable. If you try to make a hybrid soloing spec, it's even worse, because your health will be that much lower. Changing it into an instant heal every time you teleport (maybe 5-8% of your health?) would be much more worthwhile. I'd also recommend adding alternate AP scaling, so that it either heals you for a % of your health or some ratio of AP, whichever is higher-- that way, soloing specs get some use out of it.
Shadow Guard's rework is interesting. I like the concept, but I'm a bit concerned with how it'll work on stronger bosses. For a heavy-hitter like Ituziel, a 15% absorb is just gonna get leapfrogged if you're already under 30%. On the other hand, if boss damage relative to tank HP is getting toned down in Storm Legion, then that shouldn't be an issue. Raising the ratio of damage absorbed but reducing the actual absorb cap might be wise.
Planebound Aegis is either really cool or really bad. I can't tell who it damages on detonation from the tooltip: your target? Everyone around you? Yourself? Clear up the tooltip, and if it's the third, then please redesign it.
Power of the Planes is great.
Getting an AoE finisher in Wrath of the Planes is nice. Not a whole lot to say about this one, either. Again, rogues didn't really need more AoE, but unlike Planar Splash, this feels more original compared to the old kit.
Soul Coalescence looks really, really cool. The tooltip should say how long the stacks last, though.
Quick question for any devs that may know the answer: %mitigation talents such as Bolster, Phantom Blow, and Exceptional Resilience-- do they still stack additively? I've been trying to test it, but the incredibly small amounts makes it really hard to figure it out. I assume Rift Guard is still multiplicative with everything else. Getting confirmation on this will let me run survivability calculations to test out tank balance.
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