Blight staff NDA 23.02.2021

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    • Blight staff NDA 23.02.2021

      I've been a nature player for a good while now ( 2+ years) and I was hoping that the previous changes to blight staff will make it viable as a frontline healer for ZvZs. You went into a good, although a bit too strong, direction. Today's proposed changes are really in a bad direction however. Making it have distruption factor at all is terrible. If you need to walk into the front line to heal you are risking your life much more then staying safe in the back line. While using the blight staff E, you are channeling, meaning that you cant use any defensives at all. Looking at blight vs wild, after today's proposed changes, there's simply no point in using blight at all. You are on the wild staff, you plop your E from the safe distance and you are done. If you use blight, you gotta rush into your frontliners and you will take damage, that's a guarantee. What's the purpose of healing staff E when it can be interrupted that easily?
      I propose, lower the healing value a tad bit and remove the distruption factor completely. @Retroman
    • >there's simply no point in using blight at all.

      ??? 30% move spd is huge in combination with 5 more targets.

      what makes you think that you HAVE To run to the frontline and die? You can simple keep the midline safe, or even pre-pop potion and rush forward.

      One large reason healers die in ZvZ is that they lag behind because they have to stop to cast, this staff won't have that issue.

      And sure you can lose a bit of channel time, but it's not like it gets completly shut down.

      Blight is going to be the next mid/frontline king of zvz for sure even with that change.

      The post was edited 1 time, last by Alysandra ().

    • JodaVz wrote:

      I've been a nature player for a good while now ( 2+ years) and I was hoping that the previous changes to blight staff will make it viable as a frontline healer for ZvZs. You went into a good, although a bit too strong, direction. Today's proposed changes are really in a bad direction however. Making it have distruption factor at all is terrible. If you need to walk into the front line to heal you are risking your life much more then staying safe in the back line. While using the blight staff E, you are channeling, meaning that you cant use any defensives at all. Looking at blight vs wild, after today's proposed changes, there's simply no point in using blight at all. You are on the wild staff, you plop your E from the safe distance and you are done. If you use blight, you gotta rush into your frontliners and you will take damage, that's a guarantee. What's the purpose of healing staff E when it can be interrupted that easily?
      I propose, lower the healing value a tad bit and remove the distruption factor completely. @Retroman
      Totally agree. With the amount of aoe dmg spells there are in zvz's you can easily get you "e" completely cancelled. If it goes live like this Blight staff will not be viable for large scale zvz. But maybe that is what the developers want.
    • You got it all wrong the blight staff rework is not for normal comps with the standard tank and ranged dps or for ZvZ

      it is for 5 man comp with all melees. in small scale fighting of 5ppl-10 ppl having a moving "wild staff" is better in all melee team comp

      as a wild staff you place it down and thats it all your ranged dps stays there

      but as blight staff you are aiming for a all melee comp. because
      1 your aoe heal also slow the enemy which makes them stick in one area for all your melee guys to give a good whacking
      2 you get 30% move speed buff which last up to 7.2 seconds which is huge to catch up with all your melee companions or running away (since nature generally has no mobility)
      3 it is a superior channel means you are immune to all CC repeat ALL CC. i have tested this and being immune to all cc for 7 seconds while healing over 200 health per second is nuts

      just imagine getting 30% move speed buff for 7 seconds and cannot be CCed. it is essentially a free graveguard boots on a 25 second cooldown
      and we all know how op graveguard is on zvz a long time ago

      even if you do not use the blight staff as a heal you can still wear plate armour and rush towards them applying that massive 9 meter AOE slow. similar to how forge hammer E ability works (forge hammer E slow is 7 meters btw)
      Check out My new Albion Online Expansion idea 4 thread:
      https://forum.albiononline.com/index.php/Thread/143592-Albion-Online-Expansion-Idea-4/
    • Yes, it does tend to cater towards a melee-dive oriented comp but the fact that there's a disruption factor on the ability, means that you might not get much value running into the front since any little incidental AoE (dots included) will lower the overall channel time. Tying a slow to this weapon also motivates people to go into the frontline but doing so would be counterintuitive as you can be left without a meaningful E (big noob trap) so the best place to have this weapon would ironically be in the backline. It's completely understandable that having a potential 7.2 second immunity to MOST CC (you can still get rooted) is excessive, even including the tradeoff of not being able to cast other abilities/defensives for the duration. However, in its current iteration, there is just far too much AoE damage to make this ability useful in any way.

      Either remove the disruption factor and tone down the healing back to it's pre-buff values so it's not as strong and doesn't outclass Wild Staff in raw healing OR keep the disruption factor but halve the channel time/interval per pulse so there's less time for the E to get interrupted but also less time where you're CC immune and moving faster (more of a fan of this option since it's no longer just a moving "Wild Staff", has more of a unique identity to its heal, and doesn't grant such strong defensives for potentially 7 seconds). I have no idea what the disruption factor correlates to on live (is this the same as Revitalize?) but might need to tweak it if the reset is still just getting instantly popped from incidental damage. Similarly, if the disruption factor is indeed kept, there would have to be a removal of the slow aura into something more "backline" oriented like a resistance buff or movement speed buff for your allies so as to remove the conflicting goals of this weapon. Here are the suggestions in similar format to the NDA patch notes:

      Current
      Ruthless Nature (Blight Staff)
      • Caster's move speed is now increased by 30% during the channel
      • Max Ticks: 6 -> 10 (Heal value per tick stays unchanged)
      • Tick Interval: 1s -> 0.8s
      • Total Channel Duration: 6s -> 7.2s
      • Max Healing Targets: 5 -> 10
      • The channel duration is now reduced when the caster takes damage (Disruption Faction: 0.5)
      After (Change #1)
      Ruthless Nature (Blight Staff)

      • Caster's move speed is now increased by 30% during the channel
      • Max Ticks: 6 -> 10 (Heal value per tick stays unchanged)
      • Tick Interval: 1s -> 0.8s
      • Total Channel Duration: 6s -> 7.2s
      • Max Healing Targets: 5 -> 10
      • Heal per Second: 39 -> 33
      • The channel duration is now reduced when the caster takes damage (Disruption Faction: 0.5)
      After (Change #2)
      Ruthless Nature (Blight Staff)

      • Caster's move speed is now increased by 30% during the channel
      • Max Ticks: 6 -> 10 (Heal value per tick stays unchanged)
      • Tick Interval: 1s -> 0.4s
      • Total Channel Duration: 6s -> 3.6s
      • Max Healing Targets: 5 -> 10
      • The channel duration is now reduced when the caster takes damage (Disruption Faction: 0.5)

      The post was edited 18 times, last by SchizophrenicSquid ().

    • SchizophrenicSquid wrote:



      After (Change #2)
      Ruthless Nature (Blight Staff)

      • Caster's move speed is now increased by 30% during the channel
      • Max Ticks: 6 -> 10 (Heal value per tick stays unchanged)
      • Tick Interval: 1s -> 0.4s
      • Total Channel Duration: 6s -> 3.6s
      • Max Healing Targets: 5 -> 10
      • The channel duration is now reduced when the caster takes damage (Disruption Faction: 0.5)

      Where do you see this version posted? NDA playtest thread in General forum and the testserver feedback forum post both have the 7.2s channel duration version.

      I do think this 3.6s duration version, with faster ticks is a better solution and makes the disruption factor less of an issue.
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