2 Handers are super disproportional to one handers on the crusader. This is what makes it a must have.
It's no fun, because it restricts build diversity by saying 2 handers are blatantly better than one handers, but in order to use a 2 hander, you won't be able to keep up with your friends in a coop game.
It's counter-intuitive to multiplayer. No passives should GIVE you a penalty, getting penalties isn't fun -- using a passive to NEGATE a penalty is fun, this then makes the passive an option.
So how do we fix Heavenly Strength? It's very simple actually -- we make it a bonus instead of a boon. How do we go about doing this? We make it so Crusaders can wield 2 handers and a shield without the passive. Without the passive, we can have a movement speed penalty.
So what should heavenly strength do then? Well, first of all, it has to narrow the gap between 2 handers and one handers to enable 1 handers to still be a viable choice.
The new Heavenly Strength should read like so;
Heavenly Strength:
1 Handed - 18% increased damage
2 Handed - Removes the movement speed penalty
Crusader has no damage passives outside of Holy Cause. Holy Cause, while being an interesting passive, is very specific -- not only is it very specific, but it's damage buff isn't calculated the same as any other damage buff in the game, in terms of passives.
The key here is, all the other passives take your sheet DPS and multiply it by x%. Holy cause takes your weapons holy damage roll and multiplies that by 10%. Giving a much smaller buff than all other classes, this is to be expected though, since the crusaders buff is using 2 handers in 1 hand, but what about 1 handed crusaders? They have no effective DPS buff that is comparable to any other classes, nor can even come close to closing the gap between 1 hand and 2 hand weapons.
So doing this accomplishes a couple of goals...
It makes playing with a 2 hand fun, so we can finally keep up with the people we're playing with. It also makes using 1 handed weapons viable in terms of competitive damage, even at 18% you'd still be doing less than you do with a 2 hander, but the gap would close up nicely, the attack speed and increased wrath generation should make it viable for using high cost no CD wrath spenders. While 2 handers would focus on high damage CD skills because of poor wrath generation. Higher % weapon damage skills scale better with 2 handers too, giving the crusader an extreme variety in build diversity.
It also makes heavenly strength an optional passive. If you want high damage, but don't want to use it, you can stack a 4th defensive passive without sacking your damage, instead -- you're capping yourself at 10% movespeed. This would be ideal for trying to chug through higher torment levels, or doing uber runs etc.
Also doing this, doesn't require you to redesign "The Hell Skull" shield that allows you to move at full speed with a 2 hander. That shield now frees up a passive for you, allowing you to alter your build [build changing legendary] it actually becomes a viable shield, whereas right now -- it's useless, since you'd definitely be better off with Akarat's Awakening.
Redesigning this passive to function in this way, essentially out right fixes the crusader in terms of design and diversity. He still needs some number tweaks, some looking into CD reductions and another look at some passives like Finery.
I think Finery should also add a 2.7% damage reduction for each gem that's socketed. You can have 11 sockets. 2.7*11=29.7% damage reduction. Most people will probably rock around 7 gems giving you 18.9% DR.
Having sockets in ammy's and rings sacrifices too much damage, even having a socket in the helm causes you to suffer damage or toughness. So I think this is also a fair way to get some DR back... since the Crusader doesn't have that 30% built in baseline.
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Heavenly Strength Caps your movespeed to 10%.
2 Handers are super disproportional to one handers on the crusader. This is what makes it a must have.
It's no fun, because it restricts build diversity by saying 2 handers are blatantly better than one handers, but in order to use a 2 hander, you won't be able to keep up with your friends in a coop game.
It's counter-intuitive to multiplayer. No passives should GIVE you a penalty, getting penalties isn't fun -- using a passive to NEGATE a penalty is fun, this then makes the passive an option.
So how do we fix Heavenly Strength? It's very simple actually -- we make it a bonus instead of a boon. How do we go about doing this? We make it so Crusaders can wield 2 handers and a shield without the passive. Without the passive, we can have a movement speed penalty.
So what should heavenly strength do then? Well, first of all, it has to narrow the gap between 2 handers and one handers to enable 1 handers to still be a viable choice.
The new Heavenly Strength should read like so;
Crusader has no damage passives outside of Holy Cause. Holy Cause, while being an interesting passive, is very specific -- not only is it very specific, but it's damage buff isn't calculated the same as any other damage buff in the game, in terms of passives.
Archery = % damage
Glass canon = % damage
Weapon Mastery = % damage
Holy Cause = % holy WEAPON DAMAGE
The key here is, all the other passives take your sheet DPS and multiply it by x%. Holy cause takes your weapons holy damage roll and multiplies that by 10%. Giving a much smaller buff than all other classes, this is to be expected though, since the crusaders buff is using 2 handers in 1 hand, but what about 1 handed crusaders? They have no effective DPS buff that is comparable to any other classes, nor can even come close to closing the gap between 1 hand and 2 hand weapons.
So doing this accomplishes a couple of goals...
It makes playing with a 2 hand fun, so we can finally keep up with the people we're playing with. It also makes using 1 handed weapons viable in terms of competitive damage, even at 18% you'd still be doing less than you do with a 2 hander, but the gap would close up nicely, the attack speed and increased wrath generation should make it viable for using high cost no CD wrath spenders. While 2 handers would focus on high damage CD skills because of poor wrath generation. Higher % weapon damage skills scale better with 2 handers too, giving the crusader an extreme variety in build diversity.
It also makes heavenly strength an optional passive. If you want high damage, but don't want to use it, you can stack a 4th defensive passive without sacking your damage, instead -- you're capping yourself at 10% movespeed. This would be ideal for trying to chug through higher torment levels, or doing uber runs etc.
Also doing this, doesn't require you to redesign "The Hell Skull" shield that allows you to move at full speed with a 2 hander. That shield now frees up a passive for you, allowing you to alter your build [build changing legendary] it actually becomes a viable shield, whereas right now -- it's useless, since you'd definitely be better off with Akarat's Awakening.
Redesigning this passive to function in this way, essentially out right fixes the crusader in terms of design and diversity. He still needs some number tweaks, some looking into CD reductions and another look at some passives like Finery.
I think Finery should also add a 2.7% damage reduction for each gem that's socketed. You can have 11 sockets. 2.7*11=29.7% damage reduction. Most people will probably rock around 7 gems giving you 18.9% DR.
Having sockets in ammy's and rings sacrifices too much damage, even having a socket in the helm causes you to suffer damage or toughness. So I think this is also a fair way to get some DR back... since the Crusader doesn't have that 30% built in baseline.