As many of you may already know. I want to map out all the data relevant to a new player making a character and create a comprehensive video+text guide on it. I believe this will help many newbs deal with the frustration of coming in and choosing a race that's non-viable for the type of build they want to play.
With Psyche and Int mapped out well enough until the upcoming INT curve change, the next subject I want to call attention to is clade gifts. This is my initial testing into the subject:
One thing worth noting is unlike the previous testing the average was found by averaging the minimum and maximum as opposed to every test. This seems to have far less room for error which is how we have such clean numbers this time.
So I'm just going to say based on this....
You're averaging like 10 more health per 10 minutes from the health steal if you do 100 damage to your opponent during the 10-second window. 6 health per minute on regeneration? I'm glad the heal debuff doesn't seem to be functioning because this would be terrible if it did. These gifts are hardly worth putting a point into. One bandage or lesser heal per fight is going to do you significantly more good than they do in an average fight.
And I realize this applies to a lot of gifts but a 10-minute cooldown is absurd. These abilities would be a lot more interesting if we were either using them more often or they were powerful enough to justify a long cooldown. As is they're so small and infrequently used it's easy to forget they exist and honestly doesn't hurt your play much when you do. Better off taking the passives in many instances.
Personally, I'd switch this up to:
Passive health steals constantly at 5%. You have to remember if we're talking a 200 health opponent who gains back 100 health during the fight that's like a 15 health difference. Hardly game-breaking. It really only becomes a major factor in very long fights or big fights where the Thursar is dealing a lot of damage to a lot of people. And it SHOULD be a major factor in these situations. That's why you want health-steal in the first place.
Or maybe like 20-30% healthsteal for 10 seconds on a 1-minute cooldown.
Again 6 health a minute? In a really long 1v1 with lots of kiting this might add up to something halfway-worthwhile. In big team fights that really should be the focus of balance, this means nothing. 3 per tick would be 18 health a minute. That seems like a solid but not broken bonus. Though if it were to actually negatively affect healing as the ability suggests then I'd say 5 or more would be the type of numbers we'd need to see if the healing reduction is meaningful.
Adrenaline Rush as I am calling it or the ability to swing your weapon while stammed seems fine. Though given it continues to use stam and that means you have no stam to run after the target, 1-2 minute cooldown at most seems justified. It might even need a buff so that you can sprint without stam during it's duration as well, though the fact your opponent may not know you've used it is helpful in keeping people from just sprinting away for the full 10 seconds.
I realize you may just be testing things but these numbers aren't even close to realistic. These abilities are total non-factors as they stand. Pump them up to something meaningful and realistic and we can start giving better feedback on them.
With Psyche and Int mapped out well enough until the upcoming INT curve change, the next subject I want to call attention to is clade gifts. This is my initial testing into the subject:
One thing worth noting is unlike the previous testing the average was found by averaging the minimum and maximum as opposed to every test. This seems to have far less room for error which is how we have such clean numbers this time.
So I'm just going to say based on this....
You're averaging like 10 more health per 10 minutes from the health steal if you do 100 damage to your opponent during the 10-second window. 6 health per minute on regeneration? I'm glad the heal debuff doesn't seem to be functioning because this would be terrible if it did. These gifts are hardly worth putting a point into. One bandage or lesser heal per fight is going to do you significantly more good than they do in an average fight.
And I realize this applies to a lot of gifts but a 10-minute cooldown is absurd. These abilities would be a lot more interesting if we were either using them more often or they were powerful enough to justify a long cooldown. As is they're so small and infrequently used it's easy to forget they exist and honestly doesn't hurt your play much when you do. Better off taking the passives in many instances.
Personally, I'd switch this up to:
Passive health steals constantly at 5%. You have to remember if we're talking a 200 health opponent who gains back 100 health during the fight that's like a 15 health difference. Hardly game-breaking. It really only becomes a major factor in very long fights or big fights where the Thursar is dealing a lot of damage to a lot of people. And it SHOULD be a major factor in these situations. That's why you want health-steal in the first place.
Or maybe like 20-30% healthsteal for 10 seconds on a 1-minute cooldown.
Again 6 health a minute? In a really long 1v1 with lots of kiting this might add up to something halfway-worthwhile. In big team fights that really should be the focus of balance, this means nothing. 3 per tick would be 18 health a minute. That seems like a solid but not broken bonus. Though if it were to actually negatively affect healing as the ability suggests then I'd say 5 or more would be the type of numbers we'd need to see if the healing reduction is meaningful.
Adrenaline Rush as I am calling it or the ability to swing your weapon while stammed seems fine. Though given it continues to use stam and that means you have no stam to run after the target, 1-2 minute cooldown at most seems justified. It might even need a buff so that you can sprint without stam during it's duration as well, though the fact your opponent may not know you've used it is helpful in keeping people from just sprinting away for the full 10 seconds.
I realize you may just be testing things but these numbers aren't even close to realistic. These abilities are total non-factors as they stand. Pump them up to something meaningful and realistic and we can start giving better feedback on them.
Last edited: