#Duelo Bleed Passive Concerns

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trim patrol
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Trying to get this up for DE's eyes prior to P14's release:
Three issues/concerns I have with the Bleed passive in the pact arts:

  1. you stated "melee" weapons, closing off the build diversity of bows/magicks to build around things like a mage damage over time build.

  2. Piggy backing that: you have to obtain this PRIOR to obtaining Healer passive in pact arts, which is a "waste" of a skill point in this passive if you do use something other than melees
    Can we change the pact arts so that the very FIRST node is Healer rather than pact passive?

  3. Please ensure this "bypasses" enemy armor or even 6 pact art points in it will only deal 1 damage per proc.

slow palm
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Yeah I have the same concern when I heard bleed for melee when I mostly play magick weapons with spirit builds

exotic igloo
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Its a melee pact with passives that proc on perfect dodges also. I think its fine to have some pacts work better with some playstyles.

I bet in the future we will get pacts that are more focused on bows or magic.

coarse lagoon
# exotic igloo Its a melee pact with passives that proc on perfect dodges also. I think its fin...

My complaint about that is magic still feels incredibly lackluster compared to grace and courage and have been for a bit.

Not saying magic isn't good, but courage gets HP, better defensive gear and a lot of weapon options. Grace gets headshot multipliers, stealth bonuses to attack and access to bows with better HP than courage, but good poise.

Magic gets... lock on and faster attacks if you can afford to stand in one place for a bit. 3 gauntlets, 4 staves, and the lowest HP pool of the bunch.

Giving melee bleed is just more of "why play magic when you can play melee and have all of the options covered?" (Also, averx with melee heavy, it should benefit from this as well, does it not?)

exotic igloo
# coarse lagoon My complaint about that is magic still feels *incredibly* lackluster **compared*...

Spirits cooldown reduction is significant. A max spirit oscelda is one of the strongest pacts, not to mention in water you have like 2 second cooldowns.

Ranged combat is significantly easier than melee so courage needs the hp because its putting itself in danger.

The magic weapons have aoe, can pierce enemies, increase speed, and when you are far away enough you can spam really fast if you are stationary.

Spirit has the weakest weapons dmg wise, but thats part of the balance because the playstyle is very strong and safe.

We dont know anything about the bleed except we can assume its damage over time. With graces weaker and quicker weapons, getting a bleed proc in the middle of a flurry of attacks sounds balanced for a pact that is focused on agile melee.

Spirits cooldown reduction is powerful enough to balance it with courage HP and graces bonus damage. But its a totally different playstyle.