Report 1833

Report #1833
Skillset: Skill: Bruising
 Org: Gaudiguch Status: Submitted Oct 2017
Problem: Bruising mechanics have a huge drawback compared to bleeding where
someone with large bruising can effectively use a turtle defense (ex: spamming
reflect/timeslip/avoid) to give them time to cure themselves up, and incur no
penalties for doing so aside from not attacking. This allows the victim to reset
any progress a bruising opponent made while usually resetting whatever progress
they made, essentially starting the fight from scratch. This generally effects
bruising monks more than BC/Cav because BC have passive modifiers that allow
them to give more health pressure with the more bruising the victim has, and Cav
can also give bleeding which provides passive health pressure even if the victim
turtles. Because of this, it is usually better to just remain in the same room
and turtle defensively, as opposed to running away from the opponent. This goes
against the whole purpose of the bruising mechanic which is to force enemies to
run and then punish them when they do.
[A: 9 R: 4] Solution #1: Add a tenderise-like ability to bruising monk specs
 to match the scaling damage bonuses of Bonecrusher's
 Tenderise. Ability should be a passive buff like
 tenderise.
[A: 2 R: 9] Solution #2: Courtesy of Bandeon: In addition to sol1, victim
 takes a bruising tic when applying ice if they cure
 an affliction. Bruising will -not- tic if you do not
 cure an aff (so no tics for just curing wounds or if
 there is no ice aff present on the limb). Suggested
 to have no cooldown (since there is a natural
 cooldown between ice's balance and possible ice
 delays based on the aff cured, wound state, or monk
 modifiers).
[A: 5 R: 7] Solution #3: In addition to sol1, allow defensive abilities to
 trigger bruising along with offensive skills and
 movement. This will respect the cooldown currently
 imposed on offensive skills.
Player Comments:
---[Anelissa on 10/12 @ 02:57 sets as pending]
---[Veyils on 10/12 @ 16:04 writes]:
I'm not a fan of solution two as much as solution 1 because it then forces monks
down an ice build path for optimum damage. I like that currently most monks
have a strong and viable ice, dust and slush stack that works well in group
combat. Linking their damage in directly to ice would force them to favour ice
building for groups.
---[Anelissa on 10/12 @ 17:17 writes]:
In response to Veys comment, Ice was selected for the fact that the bruising
issue is a part of all bruising based specs, not just monk based specs. Because
of this, solutions had to reflect changes that would benefit monks and knights.
In this case, Ice was the only real option. Another idea that was floated around
was forcing a bruise tic every 6 seconds if the victim had not taken any bruise
tic in that time. Would that have been more acceptable for you? I originally was
going to include this solution, but changed it in favour of current Sol2 because
I felt that was essentially just making it a better version of bleed (because it
now gave passive pressure if the target decided to turtle, while providing the
active pressure if they decided to run) so you were at least gaurenteed tics
every 6 seconds, but possibly more often should the target resume offensive
actions or movement actions. I felt this was a bit too much, as the goal was
more to make bruising on par with bleeding, not making it much better. Do you
have any suggestions for Sol2?
---[Veyils on 10/14 @ 19:06 writes]:
Hmm I don't really think bonecrushers need a bruising damage buff. There is no
brusing issue for them. They have tenderise already and can take advantage of it
without solution 2. Cav is the only spec that that this could apply to slightly
and well they have the choice to build bleeding instead and to my eyes are
specifically left out of the damage route due to their strong hinder and two
instant kill routes. Not having a damage route is an acceptable weakness of
their spec. The problem statement does not apply to warriors and this feels to
me as a monk problem. Which is why I favour solution 1 as it gives monks what
they need to take advantage of brusing without also forcing them down a set
affliction route or buffing the additional group damage of non monk/warrior ice
afflictions. EG druids, shamans, beastmastery, woods etc.
---[Moi on 10/18 @ 21:22 writes]:
I agree that this is a problem, but I don't agree with any of the solutions. Sol
3 would be reasonable on its own, but not when combined with sol 1.
---[Moi on 10/21 @ 00:59 writes]:
I really wish this report had more than one solution.
---[Ejderha on 10/21 @ 04:41 writes]:
Monks already have a built in method of doing more damage - doing less
afflictions. This was the opportunity cost decided on when monk damage was
reduced. I don't think making an exception is warranted nor a good idea (I have
a feeling the double whammy of high bruising and using basic attacks would lead
to some pretty scary things). If you're convinced more damage will solve the
problem (for the record - I'm not convinced it would solve the problem anyway,
only buff bruising monks in group combat) then that already exists. I don't
think additional passive damage for building bruising is warranted.
---[Veyils on 10/26 @ 21:11 writes]:
I'd disagree with your previous comment stated Ejderha. Bleeding monks are
clearly superior at damage than brusing monks right now. This problem and
solution will be addressed in this report. I feel this is a fair report to bring
brusing monks up to bleeding monks level.
---[Danquik on 10/28 @ 01:59 writes]:
Ok