I have just over 100 hours at level 70 for my crusader, so want to offer feedback. I was asked by my brother why I continue to play the crusader given the challenge and I insisted that it will get better: I played a witch doctor before Blizzard fixed them in vanilla, so I am confident it will happen. I merely hope it doesn’t take too long.
Since Blizzard doesn’t recognize my account for some reason, I can’t post on the official forums, so will post my thoughts here. Here we go:
The development/play-test team at Blizzard optimized crusader damage output on them using the 2-hander (thus requiring the use of Heavenly Strength), which is the source of many of its current problems. Here is my short list:
It neutered the 1 handed weapon + shield configurations. Unless a crusader is very lucky and gets a great 1-handed weapon and unlucky and never gets even an average 2-handed weapon, an efficient crusader is required to use heavenly strength. Being the most required passive of any class, it effectively makes the crusader a 3 passive slot class
In groups, the crusader is always falling behind because of the Heavenly Strength movement penalty. To compensate, Crusaders need to either use an active slot for steed, use a gimmick affix, or design a build around eliminating the 15% penalty (the “nephalim glory” builds)
When it comes to kill efficiency, the crusader is on the bottom rung. Hopefully, this will be less of a problem after today’s patch. The way I see it, there are 3 ranges (short, medium, long) and 2 modes of killing (area of effect [AoE] and single target). Each class fills a role: wizard is long AoE, Demon hunter is long single, Witch Doctor is medium AoE, Barbarian is short single, Monk is short AoE and that puts the Crusader as medium single. However, it doesn’t play like that, as every other equally equipped class kills more efficiently. The reason, in my opinion, is two-fold: 1) we don’t regenerate resources as fast as other classes because of our slow attack speeds and, 2) Many of our abilities are on long cooldowns.
It isn’t a problem with me yet, but I think shield Block values need to be carefully scaled to be competitive in higher torment levels
My guess is the Blizzard team is divided in their way of thinking. There is someone there that has a lot of pull that conceptually wants the crusader to be the slower, heavy hitter. The other, less influential camp is more practical and realizes that by making Crusaders slow (in movement as well as killing), the class is undesirable…so the group did what they could and added crutches that wouldn’t be invalidated by the first camp. Those crutches are the Hellskull shield, the Swiftmount flail, Kassar’s retribution, Gyrofalcon’s Foote, and the Armor of Akkhan 4 and 6 piece bonus.
Remedy
Blizzard doesn’t like taking suggestions, but it is in our nature to offer them. My suggestions are:
Make carrying a 2 handed weapon in one hand while holding a shield a class perk, just like it is a perk for Demon hunters to dual wield hand crossbows, or monks and barbarians tp have 30% damage reduction. This solves for the lack of a 4th passive slot for Crusaders.
Change Heavenly Strength to boost 1 hander damage instead, so it is competitive to the baseline 2 hander + shield. This will give the class variety in equipment and play-style variety it is lacking at the higher-end.
Remove the Heavenly Strength movement penalty: I understand and like the concept, but in practice it only frustrates the crusader and those people grouping with the crusader. The game is about fun and teamwork, and this penalty breaks both (unless slowing down the group is a bonding experience for many).
It is fine to keep the hit harder but slower idea, but it needs to be balanced so it actually feels like Crusaders are hitting harder. When wizards, witch doctors and monks are melting groups of creatures while I am still trying to finish off a single creature, I don’t feel like an equal contributor, depsite comparable gear to them. Let my single target skills pack more punch than their large AoE. I am sure Barbarians and Demon hunters would like this as well.
Every class, except the Crusader, has 2 sets of armor. Give Crusaders a second set, and one that is not dependent on using a single skill. Something involving being a warrior who uses the holy elemental might be in order here.
Once the Heavenly Strength mechanic is fixed, you can alter the gimmick affixes on the crutch items so they aren't involving movement increases
Look carefully into resource regeneration for Crusader. It might not be an issue if the damage is tuned better, but it does feel like the resource globe is on empty more than any of the other 5 classes I play.
Initially, Blizzard want to create a shield-wearing class.
As a shield-wearing class, it has to be tanky, right? But nobody want to become a pure tank. So they came up with the concept of "modern tank":
Heavy armor
Hit hard
Slow speed
It's a great concept but they only succeed at its speed. I really think the slow resource regen, movement speed, attack speed is a great success for them.
But they fail at the other two:
Heavy armor:
No 30% damage reduction may be fair but there are things that can't be blocked.
Unlike other class mechanics, block amount is not scalable, leaving the class even squishier than DH or Wiz (they can use shields too and have a lot of great survivability skills)
A lot of their healing skills have fixed amount (and really small numbers too)
Hit hard: not really hard with such few damage-increase abilities. Each individual skill has low damage % as well.
So, my suggestion would be:
Keep the low resource generation.
Keep movement speed penalty
Increase skill damage, a lot!
Scale block amount (thorn is a good example)
A passive for things that can't be blocked (buff Vigilant?)
% health healing or based on some stats
And I agree with OP for:
Every class, except the Crusader, has 2 sets of armor. Give Crusaders a second set, and one that is not dependent on using a single skill. Something involving being a warrior who uses the holy elemental might be in order here.
Look carefully into resource regeneration for Crusader. It might not be an issue if the damage is tuned better, but it does feel like the resource globe is on empty more than any of the other 5 classes I play.
I agree with most of what you say. One tip that i recently tuned into helps with wrath gen a TON. Obviously you can use the passive to get more wrath. In single player crusader passively can generate wrath for you as well, but the real key seems to be reforging for wrath generation on your shield and weapon. This can make a HUGE difference and will actually speed up your killing and play style considerably.
Since Blizzard doesn’t recognize my account for some reason, I can’t post on the official forums, so will post my thoughts here. Here we go:
It neutered the 1 handed weapon + shield configurations. Unless a crusader is very lucky and gets a great 1-handed weapon and unlucky and never gets even an average 2-handed weapon, an efficient crusader is required to use heavenly strength. Being the most required passive of any class, it effectively makes the crusader a 3 passive slot class
- In groups, the crusader is always falling behind because of the Heavenly Strength movement penalty. To compensate, Crusaders need to either use an active slot for steed, use a gimmick affix, or design a build around eliminating the 15% penalty (the “nephalim glory” builds)
- When it comes to kill efficiency, the crusader is on the bottom rung. Hopefully, this will be less of a problem after today’s patch. The way I see it, there are 3 ranges (short, medium, long) and 2 modes of killing (area of effect [AoE] and single target). Each class fills a role: wizard is long AoE, Demon hunter is long single, Witch Doctor is medium AoE, Barbarian is short single, Monk is short AoE and that puts the Crusader as medium single. However, it doesn’t play like that, as every other equally equipped class kills more efficiently. The reason, in my opinion, is two-fold: 1) we don’t regenerate resources as fast as other classes because of our slow attack speeds and, 2) Many of our abilities are on long cooldowns.
- It isn’t a problem with me yet, but I think shield Block values need to be carefully scaled to be competitive in higher torment levels
Remedy
Blizzard doesn’t like taking suggestions, but it is in our nature to offer them. My suggestions are:
As a shield-wearing class, it has to be tanky, right? But nobody want to become a pure tank. So they came up with the concept of "modern tank":
But they fail at the other two:
No 30% damage reduction may be fair but there are things that can't be blocked.
- Unlike other class mechanics, block amount is not scalable, leaving the class even squishier than DH or Wiz (they can use shields too and have a lot of great survivability skills)
- A lot of their healing skills have fixed amount (and really small numbers too)