Post by Azherae on 2022-12-10 20:36:28
Alright here's some synergies I'll throw out and some explanations of how they relate to everything else said in the thread so people can pick them apart and clarify their points of disagreement. For this reason I'm gonna go pretty hard on 'my exact design style' instead of trying to incorporate anything suggested, I'm counting on people to react with their dislikes. Let's start with Damaging ones.
Mage Frost Snare >> Fighter HammerFall/QuakeStrike (same ability, don't wanna start a different argument):
Bad: Knocks down and CCs harder.
Decent: Does extra damage to all affected by the Frost Snare
Great: Makes the ground ice shatter in all directions doing AoE damage but also BREAKING the Frost Snare.
Reason for ratings:
Just more CC is too obvious, and people would build to resist it.
Extra damage is fine, but it's not a tradeoff, you just do it because reasons.
The best version of this has a 'Tradeoff'. If you wanted the enemy snared for longer for some OTHER reason, you shouldn't HammerFall. If you didn't need them CCed but instead needed them HURT, you go for it, but you lose your CC. Skill wise you could try to time it so that it happens near the end of the Snare for both effects, to give you a 'higher skill ceiling' on the Synergy. The AoE damage also needs to be considered on a 'do I need this?' and 'will it aggro things I don't want to aggro?' basis.
Mage Black Hole >> Cleric Chains:
Bad: Full stuns or roots enemies
Decent: Does immediate extra damage to all in radius
Great: Consumes the 'Stagger' effect of the Chains and trades for a potent alternating Planar/Radiance DoT.
Reason for ratings:
Again, just more CC is too obvious, and both abilities already do it.
Immediate extra damage is not a tradeoff, you'd just almost always do it or frontload it.
The 'great' version is a CHOICE you're making, but more importantly, if you used the 'CC' of either Chains or Black Hole, it was probably to set up a kill, and your opponents will want to get away as soon as possible if they lived through whatever other incoming damage was involved, or start spamming heals. A strong DoT leads to a better situation because they have to devote more focus to when to heal, and if this is PvE, it allows for a damage source from the (often) squishier archetypes that won't pull hate. (the reason why DoT is fine whereas immediate damage isn't is simply that DoT of the exact same type don't normally stack so you can't just frontload a pile of damage)
Two for now. Please complain or praise my genius, whichever suits you.
Mage Frost Snare >> Fighter HammerFall/QuakeStrike (same ability, don't wanna start a different argument):
Bad: Knocks down and CCs harder.
Decent: Does extra damage to all affected by the Frost Snare
Great: Makes the ground ice shatter in all directions doing AoE damage but also BREAKING the Frost Snare.
Reason for ratings:
Just more CC is too obvious, and people would build to resist it.
Extra damage is fine, but it's not a tradeoff, you just do it because reasons.
The best version of this has a 'Tradeoff'. If you wanted the enemy snared for longer for some OTHER reason, you shouldn't HammerFall. If you didn't need them CCed but instead needed them HURT, you go for it, but you lose your CC. Skill wise you could try to time it so that it happens near the end of the Snare for both effects, to give you a 'higher skill ceiling' on the Synergy. The AoE damage also needs to be considered on a 'do I need this?' and 'will it aggro things I don't want to aggro?' basis.
Mage Black Hole >> Cleric Chains:
Bad: Full stuns or roots enemies
Decent: Does immediate extra damage to all in radius
Great: Consumes the 'Stagger' effect of the Chains and trades for a potent alternating Planar/Radiance DoT.
Reason for ratings:
Again, just more CC is too obvious, and both abilities already do it.
Immediate extra damage is not a tradeoff, you'd just almost always do it or frontload it.
The 'great' version is a CHOICE you're making, but more importantly, if you used the 'CC' of either Chains or Black Hole, it was probably to set up a kill, and your opponents will want to get away as soon as possible if they lived through whatever other incoming damage was involved, or start spamming heals. A strong DoT leads to a better situation because they have to devote more focus to when to heal, and if this is PvE, it allows for a damage source from the (often) squishier archetypes that won't pull hate. (the reason why DoT is fine whereas immediate damage isn't is simply that DoT of the exact same type don't normally stack so you can't just frontload a pile of damage)
Two for now. Please complain or praise my genius, whichever suits you.