Quote from koishi-sempai;1292217:
Final Hit, Elf and Giant rebalance:
the thing about FH is that the damage is actually fine, its the UPTIME that's the problem, as well as the lack of opportunity cost for using it.
So with that in mind:
FH Base Cooldown: 240 > 600
Final Hit Cooldown Reduction Reforge: Removed
Defense and Protection while Final Hit is Active: 100% > 0%
Mana Shield use while under the effects of Final Hit: Disabled.
All Beam Swords and Onions have their max damage reduced by 10% for Bargain, 15% for normal, and 20% for Focused.
Bam, skill balanced. You only get to use it once every 10 minutes, you can't get endgame damage anymore by spending 8m so you have to build CRKs or at least Pilgrims, step 6 them and enchant them
Not really an ideal solution.
1. It doesn't adhere to the
KISS principle. The simpler solution is nearly always the better solution.
2. There's fairly
little opportunity cost in using even your version of Final Hit.
- Reduced availability doesn't increase opportunity cost.
- Defense and Protection are fairly meaningless in high-end Alban.
- Mana Shield is pretty meaningless in everything else.
3.
It doesn't fix the key problem with the skill. High damage plus effortless teleportation.
- Smash deals 500-820% damage [3~5 sec] compared to Final Hit's 400% damage [0.5 sec].
There's a
real easy solution here and it's to knock the multiplier down a notch and reduce the effectiveness of certain reforges.
e.g.
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Bash now has a short cooldown. All other features remain the same.
Elf [6 sec]
Human [5 sec]
Giant [4 sec]
Do you honestly think that melee should consist of people spamming the same skill? Increasing the cooldown gives players enough down time to mix in other skills to maintain high DPS.
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Final Hit now deals 200% damage per hit.
Final Hit Cooldown Decreased reforge reduced to -4 seconds per level.
At these numbers Final Hit still outdamages everything sans Giant/Thames Smash or heavily reforged Smash. Final Hit still retains its usefulness with high damage and teleportation.
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Unless DevCat pulls back some of our ridiculous overcentralization and power creep we can only expect future content to be filled with instant agro mobs that have advanced heavy stander. End-game is reliant on this sort of "fake difficulty" which disregards most game mechanics in favor of a select handful of broken ones.
If these changes drop skill usage below 7.41% reduce the severity of the nerfs until it raises above that cutoff.