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PTR Bard changes

nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
What are your thoughts? IMO if support is stronger I'm fine taking a DPS nerf.

Comments

  • MilosAoCMilosAoC Member, Alpha Two
    edited January 26
    Love it for the most part, i think the nerf to dark lullaby might be a little bit too harsh thought. I feel like reducing it to 7.5% per debuff is more fair. I dont think il be running it if its only 3%.
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  • SmileGurneySmileGurney Member, Alpha Two
    edited January 27
    Until I can check those changes out in real play, I won't give a solid opinion on this. Atm I lean towards the general opinion that they went too far with rolling out all those nerfs at the same time. Some of those changes were necessary, others just might take bard dps into the trash tier.

    We all knew nerfs are coming, I just don't get the logic behind some of them, such as Dark Lullaby changes. Why would I now care about stacking status effects on an enemy for a max 15% dmg boost on a channelled ability when most of the bards kit has 25 second cooldowns? Any form of burst damage on bard might be gone after this. Again, I have to check this out in pve and especially pvp.

    Saga "buffs" are still irrelevant. It's too expensive to get to them, and their value remains "questionable" if you consider what utilities you would have to sacrifice to get to them.

    I won't be fine with the nerfs if this limits the way you can build bards. Until now you could go 3 different ways really: mana regen, heal and dps + whatever support kit you could afford. If these changes limit bard playstyle options, then that would be a hard NO from me.

    So...who is next to the chopping block? Clerics? :D

    My lungs taste the air of Time,
    Blown past falling sands…
  • LeRebelleLeRebelle Member, Alpha Two
    edited January 27
    I'm really divided on these PTR change. I feel like it was needed for some of them (Shocked stack), some not (Dark Lullaby, or at least not so much).

    I wanted to play since the beginning as a Support/DD which buffs allies and hit enemies with some skills / auto atk which can apply some debuff to help. (Like the bladedancer or Iss Enchanter in L2)
    But with these changes, I feel like the DD part is not really foreseen for the bard archetype.

    Fortissimo skill seems interesting, curious to see the impact of it. Looking forward more skills like that as using resonance stack is difficult in mid/large pvp scale. (As stated by MilosAoC here : https://forums.ashesofcreation.com/discussion/65566/resonant-weapon-does-not-feel-good-especially-in-mid-to-large-scale-pvp)

    That being said, as we don't know how will be the augments from second archetype, maybe those nerfs are here by design, waiting for the second archetype which will "re-buff" these skills, giving us multiple way to play the bard.

    I'm still hoping for a bard/ranger which can be fully played with a bow, with ranger centric buff and some ranged damage skill which apply debuff.
  • SmileGurneySmileGurney Member, Alpha Two
    edited January 27
    LeRebelle wrote: »
    That being said, as we don't know how will be the augments from second archetype, maybe those nerfs are here by design, waiting for the second archetype which will "re-buff" these skills, giving us multiple way to play the bard.
    This is pure speculation at this point. Lets see what Intrepid has cooked up, but I suspect they will break bard multiple times before they fix it again. It's one of the few classes with interesting skillset, and despite my reservations about its art and "fantasy" aspects, I actually like it. It's damage setup allows you (for now) to play a ranged rogue/trickster, without stealth, but a very fun toolkit.

    Also I don't see waiting to level 25-50 before your archetype / class starts making sense, opens up with basic playstyles as a great design decision.
    My lungs taste the air of Time,
    Blown past falling sands…
  • DarkwynnDarkwynn Member, Alpha Two
    Right now, I think resonance weapon needed the nerf.

    That said, I think Dark Lullby and Chilling Lament nerf is too heavy handed. They were already skills that kind of were not needed as auto attacks would be stronger and faster.

    So Now we have low dps with very little value channel abilities which kind of makes them dead.
  • lukedawukelukedawuke Member, Alpha Two
    Darkwynn wrote: »
    So Now we have low dps

    is bard supposed to have high dps? lol
  • SmileGurneySmileGurney Member, Alpha Two
    edited January 29
    Darkwynn wrote: »
    Right now, I think resonance weapon needed the nerf.

    That said, I think Dark Lullby and Chilling Lament nerf is too heavy handed. They were already skills that kind of were not needed as auto attacks would be stronger and faster.

    So Now we have low dps with very little value channel abilities which kind of makes them dead.
    To be fair Intrepid mainly nerfed the shock stacks. The interaction between them and wand should have been addressed months ago. The actual resonance stacks damage, whatever menacing or cathartic based hasn't been touched afaik.

    Damage nerfs to the Dark Lullaby status damage stacking undermine the mechanics of the ability and one way bard was able to apply dps pressure if built towards damage. Why am I supposed to care about building negative status effects on my targets now? For measly 15% damage boost at its best possible performance? That change feels rather poorly thought out.

    Even the Chilling Lament damage nerf seems unjustified, but at least it hurts less than DL changes. We will know soon enough how that works in real life.
    My lungs taste the air of Time,
    Blown past falling sands…
  • DarkwynnDarkwynn Member, Alpha Two
    lukedawuke wrote: »
    Darkwynn wrote: »
    So Now we have low dps

    is bard supposed to have high dps? lol

    You are missing the point, its not about bard should have High dps. Bards needed a DPS adjustment but the current path that we are going down is not a well thought out one.

    Currently you will be better off auto attacking and using or fishing for a finisher which will be more damage. Dark Lullby doesn't have another condition to make up for it and same for lament in a lot of ways.

    So bard is going to turn into an auto attack class which doesn't seem like a lot of fun.

    Resonance weapon with menacing needs a rework along with the abilities such as dark lullby and lament.

  • GlowiesGlowies Member, Alpha One, Alpha Two, Early Alpha Two
    Why are they married to auto attacks spending resonance? It's poor design. They can easily split these two abilities and functionalities. Put something else in the talent tree that requires auto attacks but our main class loop playing this way doesn't feel good. We can't choose who we give mana or healing to. It smart casts which is not satisfying.
  • ImanekImanek Member, Alpha Two
    I also advocate for a complete overhaul of the Bard. Currently, it’s not very fun to play in its support role. As someone who enjoys support classes and having played this type of class since DAoC I would gladly trade all the DPS for more control, healing, buffs, and debuffs.

    Right now, I mostly see Bards that specialize in a duelist playstyle or perform actions I find unbalanced. There’s still a lot of work to do to make this class both essential for group play and enjoyable to use.

    That said, I find it encouraging and interesting that they’re reducing the DPS aspect while trying to improve its utility. I’m looking forward to testing all of these changes in-game and seeing how the balance evolves.
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  • DarkwynnDarkwynn Member, Alpha Two
    Sadly, I was doing some math today to double-check and see if I was missing anything, and it's a lot worse than I thought. Dark Lullaby and Chilling Lament are dead skills with the current changes and nerfs.

    There is no reason to take them on your bar because they will cause sub-par damage even without menacing, and the conditions don't give enough to outweigh the loss of damage. We are now an auto-attack class which creates a poor dynamic and doesn't make the bard class feel good.


    Right now the class needs a total rework and it has lost a lot of its luster. It needs to have a rework in the sense that they need to pick a direciton.

    1. Add more crowd Control abilities
    2. Add more healing abilities or hots to make up for the lack of dps
    3. or some other dps ability or boost to dark lullaby and rework chilling lament


  • SmileGurneySmileGurney Member, Alpha Two
    No need for massive class rework. Bard is literally the most interactive class in the game atm. Dark Lullaby and Chilling Lament nerfs, especially in their proposed PTR shape are mistake for sure.
    My lungs taste the air of Time,
    Blown past falling sands…
  • DarkwynnDarkwynn Member, Alpha Two
    No need for massive class rework. Bard is literally the most interactive class in the game atm. Dark Lullaby and Chilling Lament nerfs, especially in their proposed PTR shape are mistake for sure.

    With what they are going for Fortissimo and they keep the current changes than they will need to rework the class.

    From playing a lot of hours already here is what my thoughts that need attention.

    1. Saga's need a rework
    - The healing and mana one change is fine and good direction but the fire/dps one needs a rework as it is clunky. The Damage on the lighting value one needs to be increased also for the cooldown and cast time on it.

    2. Dark lallaby and Chilling lament need a work if they go for their damage values, either they need to adjust them somewhere in the middle or add different abilities

    3. Need to rework resonance it pigeon holes us into an auto attack class more and more and they are double downing on that.

    4. Add either smaller heal abilities that are different from cleric such as Hots like Dark Age of camelot did for Bards/ minstrels

    5. Add more layers of CC as another ability such as a stun or combo for freeze .

    6. Add another dmg ability or make Dark lullaby go back up somewhere in the middle. We should in theory have two dps abilities that we should be able to weave through and currently we have one with discordance.
  • SmileGurneySmileGurney Member, Alpha Two
    edited January 31
    Darkwynn wrote: »
    No need for massive class rework. Bard is literally the most interactive class in the game atm. Dark Lullaby and Chilling Lament nerfs, especially in their proposed PTR shape are mistake for sure.

    With what they are going for Fortissimo and they keep the current changes than they will need to rework the class.

    From playing a lot of hours already here is what my thoughts that need attention.

    1. Saga's need a rework
    - The healing and mana one change is fine and good direction but the fire/dps one needs a rework as it is clunky. The Damage on the lighting value one needs to be increased also for the cooldown and cast time on it.

    2. Dark lallaby and Chilling lament need a work if they go for their damage values, either they need to adjust them somewhere in the middle or add different abilities
    I don't like the bard changes at all. They just made one of the most micro intensive classes even more micro heavy.

    Fortissimo - another skill you have to activate to receive a 10 second buff.

    Dark Lullaby (DL) is a dead skill. Just remove it from the game. Even if the target has the status effects which boost DL damage, I do more damage with my ranged weapon auto-attacks. That is WITHOUT any Resonance stacks.
    My lungs taste the air of Time,
    Blown past falling sands…
  • MilosAoCMilosAoC Member, Alpha Two
    edited January 31
    They made the only useful saga for pve useless now lol. Pantheon was actually decent for pve, now its pointless. Not a singular bard should be playing mana melody probably ever in the current state of the game, mana just isnt really important.

    The damage u got from pantheon actually made some specific AoE pulls a lot better / more manageable, which was kinda cool. Now its just an empty skill.
  • SmileGurneySmileGurney Member, Alpha Two
    edited January 31
    MilosAoC wrote: »
    They made the only useful saga for pve useless now lol. Pantheon was actually decent for pve, now its pointless. Not a singular bard should be playing mana melody probably ever in the current state of the game, mana just isnt really important.

    The damage u got from pantheon actually made some specific AoE pulls a lot better / more manageable, which was kinda cool. Now its just an empty skill.
    Most of the sagas still don't work, like Horrors of the Void or the whole fire breath Saga. The Silent Patheon changes suggest to me Intrepid doesnt play their own game very well. No bard with Destiny Wonder mana regen buffs and pensive melody ever runs out of mana. Why would you replace a saga with ANOTHER mana regen buff.

    Themes basically received less advertised, but significant nerfs also.
    My lungs taste the air of Time,
    Blown past falling sands…
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    edited January 31
    I got to test the changes and I like the direction of the Mana Saga. Its a change in the right direction IMO. I hope the DPS and Heal Saga get the same love. I love the fortissimo but they added, its a real Gem IMO. I hope they change the Damage Saga to a team based buff, making the team do 150% damage for 30 seconds, or something like that. Heal Sage should also be a team buff along the same line, every bit of damage adds 40% return on damage done as healing and the healers do 20% more healing done, or something like that. Our support role needs to be the forefront IMO. Our skills should make the team see the added damage, heal and mana regen they get from the buffing we do. I want to see DPS classes say holly molly, I have never hit so hard, play that saga again.

    EDIT: Second click for saga is still not as meaningful as it could be. It needs more combos. That covers heals, mana, DPS and cc.
  • SmileGurneySmileGurney Member, Alpha Two
    edited January 31
    nanfoodle wrote: »
    I got to test the changes and I like the direction of the Mana Saga. Its a change in the right direction IMO. I hope the DPS and Heal Saga get the same love. I love the fortissimo but they added, its a real Gem IMO. Mana saga is a move in the right direction. I hope they change the Damage Saga to a team based buff, making the team do 150% damage for 30 seconds, or something like that. Heal Sage should also be a team buff along the same line, every bit of damage adds 40% return on damage done as healing and the healers do 20% more healing done, or something like that. Our support role needs to be the forefront IMO. Out skills should make the team see the added damage, heal and mana regen they get from the buffing we do. I want to see DPS classes say holly molly, I have never hit so hard, play that saga again.
    Look I'm glad you are enjoying your full support bard fantasy, but before that patch bard allowed for different playstyles. Now it allows for less. Your preferred playstyle has been "somewhat" improved when one of my multiple preferred playstyles has been stomped into the ground.

    This picture visualises the state of the dps bard ability atm. Yes, I'm aware this doesn't give the full picture, with melodies, resonance etc, but the irony is strong here.

    n7zzdn197pg9.png


    My lungs taste the air of Time,
    Blown past falling sands…
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    nanfoodle wrote: »
    I got to test the changes and I like the direction of the Mana Saga. Its a change in the right direction IMO. I hope the DPS and Heal Saga get the same love. I love the fortissimo but they added, its a real Gem IMO. Mana saga is a move in the right direction. I hope they change the Damage Saga to a team based buff, making the team do 150% damage for 30 seconds, or something like that. Heal Sage should also be a team buff along the same line, every bit of damage adds 40% return on damage done as healing and the healers do 20% more healing done, or something like that. Our support role needs to be the forefront IMO. Out skills should make the team see the added damage, heal and mana regen they get from the buffing we do. I want to see DPS classes say holly molly, I have never hit so hard, play that saga again.
    Look I'm glad you are enjoying your full support bard fantasy, but before that patch bard allowed for different playstyles. Now it allows for less. Your preferred playstyle has been "somewhat" improved when one of my multiple preferred playstyles has been stomped into the ground.

    This picture visualises the state of the dps bard ability atm. Yes, I'm aware this doesn't give the full picture, with melodies, resonance etc, but the irony is strong here.

    n7zzdn197pg9.png


    Ya I do get that, I just mostly play team support so I am happy =-) Would I like well rounded DPS? Yes. I did try and take on a 2 star mob solo that was 4 levels under me that I could solo before. I had to run by the time I got it to 50%. I would rather have more buffs to boost my teams DPS over me being a solo king. IMO, if you going to lower our DPS, we should have better mitigation of damage to keep us alive in PvP. If I cant kill as well, there needs to stay alive to support, because at this point we are more like a tank, support with little teeth but a Tank can stay alive better.
  • SpifSpif Member, Alpha Two
    The good

    One of the interesting things about bard gameplay is that you can change your group focus (dps, heals, mana) with a melody swap. That has not changed for heals or mana, same for bard speed, same for bard CC and debuffing. See the bad section for more details about dps.

    Fortissimo doubling the effect of your current melody for 8-10 seconds is an interesting tradeoff. Using mana song as an example, you get more than double the mana return from fortissimo if all 8 party members need mana, than you would burning that 5 resonance with combos and delivering mana to 1-2 players. Likewise with menacing, your party DPS buff goes to 30% from 15%. It's going to be great for burn phases and healchecks.

    Sagas are going to me useful! I'll have to play them now

    Resonance at the end of songs and dances is great. I now have a reason to use all of my skills in an intelligent way. Added to Pantheon Saga, I think group mana regen will be much easier to maintain. Enough that twisting or song swapping should become viable.

    The mediocre

    Skill point contention just got a worse. 2 Themes are now mandatory and at least 1 saga, but realistically, 2 points for sagas. Twisting is a lot more viable, so thats 2 melodies also. Maybe this becomes less of a problem with a higher skill point cap, but at L25 without respec-anywhere there are not enough skill points.

    The bad

    Resonance spending is still too random. I have no control over whether I spend 4 or 8 stacks with a combo, because the extended finisher will spend 4 stacks. I'd rather just spend res stacks with the first finisher, then I can clip the extended finisher with skills if I don't want damage.

    Bard is no longer a DPS class. If that is the class design (heal/mana/cc support) then success. If bard is intended to be a "75% dps" class when spec'd/setup for damage, then this fails.

    To put numbers to it. Resonance with menacing used to deliver up to 175% damage (as AE if using book/melee) per stack. 50% on hit, and 125% with shocked. ~65% of the time, 8 stacks are used per combo. The damage was ridiculous and the AE damage was beyond ridiculous. Now, resonance stacks deliver 75% damage per stack, and dps skills have been nerfed ~20%.

    A little napkin math shows that bards lost roughly one third of total damage, in a full single target DPS rotation. It's not as high as you might expect from the numbers above, because combo attacks didn't lose any damage. AE DPS is down over 50%

    A compromise

    If keeping bard DPS "viable" is in the design, I'd suggest:

    Revert the Lullaby and Lament changes. I assume they were nerfed because they give 2 stacks of res now instead of 1. But it's ridiculous that they do less damage than auto-attack, and resonance isn't always used to damage, but Lullaby is.

    That resonance add one stack of shocked to all enemies hit by the combo like it does now, but also add another stacks of shocked to the main target (not AE)
  • balladsballads Member, Alpha Two
    edited February 4
    Spif wrote: »
    The good

    One of the interesting things about bard gameplay is that you can change your group focus (dps, heals, mana) with a melody swap. That has not changed for heals or mana, same for bard speed, same for bard CC and debuffing. See the bad section for more details about dps.

    Fortissimo doubling the effect of your current melody for 8-10 seconds is an interesting tradeoff. Using mana song as an example, you get more than double the mana return from fortissimo if all 8 party members need mana, than you would burning that 5 resonance with combos and delivering mana to 1-2 players. Likewise with menacing, your party DPS buff goes to 30% from 15%. It's going to be great for burn phases and healchecks.

    Sagas are going to me useful! I'll have to play them now

    Resonance at the end of songs and dances is great. I now have a reason to use all of my skills in an intelligent way. Added to Pantheon Saga, I think group mana regen will be much easier to maintain. Enough that twisting or song swapping should become viable.

    The mediocre

    Skill point contention just got a worse. 2 Themes are now mandatory and at least 1 saga, but realistically, 2 points for sagas. Twisting is a lot more viable, so thats 2 melodies also. Maybe this becomes less of a problem with a higher skill point cap, but at L25 without respec-anywhere there are not enough skill points.

    The bad

    Resonance spending is still too random. I have no control over whether I spend 4 or 8 stacks with a combo, because the extended finisher will spend 4 stacks. I'd rather just spend res stacks with the first finisher, then I can clip the extended finisher with skills if I don't want damage.

    Bard is no longer a DPS class. If that is the class design (heal/mana/cc support) then success. If bard is intended to be a "75% dps" class when spec'd/setup for damage, then this fails.

    To put numbers to it. Resonance with menacing used to deliver up to 175% damage (as AE if using book/melee) per stack. 50% on hit, and 125% with shocked. ~65% of the time, 8 stacks are used per combo. The damage was ridiculous and the AE damage was beyond ridiculous. Now, resonance stacks deliver 75% damage per stack, and dps skills have been nerfed ~20%.

    A little napkin math shows that bards lost roughly one third of total damage, in a full single target DPS rotation. It's not as high as you might expect from the numbers above, because combo attacks didn't lose any damage. AE DPS is down over 50%

    A compromise

    If keeping bard DPS "viable" is in the design, I'd suggest:

    Revert the Lullaby and Lament changes. I assume they were nerfed because they give 2 stacks of res now instead of 1. But it's ridiculous that they do less damage than auto-attack, and resonance isn't always used to damage, but Lullaby is.

    That resonance add one stack of shocked to all enemies hit by the combo like it does now, but also add another stacks of shocked to the main target (not AE)

    Was hoping someone wrote this out. Probably needs it own post tbh. Now both spells are pure utility, Chilling for the weakness and Lullaby for the stun extension( someone has to save these trash fighters and soon to be rogues.) You no longer earn a dps spot with just Menacing and a Greatsword. All the Bads carried to max lvl as mana slaves are no longer needed and 2 bard groups will be more rare.
  • KyraaxKyraax Member, Alpha Two, Early Alpha Two
    I have to wonder if Intrepid have assigned a lead employee to each archetype's design. If so, why aren't we having a direct conversation with that person so we can understand where they're trying to go with these changes, and if not perhaps consider assigning someone? @Steven Sharif
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  • SpifSpif Member, Alpha Two
    I go back and forth quite a bit in my head about many bards in a group should be optimal. I think a 3-support group (+tank and 4 DPS) is going to be the norm, but one of those slots should be a support summoner eventually.

    With twisting, 1 bard can keep 10% menacing up along with mana regen, and if we had better control over resonance spending, a bard could even allocate resonance spending towards more damage or more mana. But twisting is high attention gameplay.

    Without twisting, a group is better off with 2 bards over 1 bard and 1 DPS even after the nerf. +15% menacing and themes (variable, but ~6%damage) means that the second bard is providing passive buffs that deliver 80% of a DPS's damage assuming 4 DPS in the group. So if the "DPS bard" is dealing 50% of the damage that the other DPS are, it's a new win for the group.

    On the other hand, with twisting a second bard could also optimal. That means 4 melodies can be up: damage, mana, cathartic for DPS healing and cheerful for even more healing. This simplifies healing for the cleric as they can save cooldowns for the tank. Also debuff uptime with weakness, humiliated, demoralized, etc. This is good for a 1 cleric group
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