So I have been saving for artifacts and one that I got was clarity. I spoke to Qeddwyn as you do to learn about them all. He responds that it :
Reduces the time spent suffering from blackout by 20%/35%/50%
So I bought it thinking 35% is just enough to curb the horrible two combo issue, only to later find out that level two is not 35% it is a low miserable 20%.
Why was this never change for Qeddwyn as I would not have considered it and worst still why only 20%!! Why? I got it to stop people from pulling of two hidden combos and they still can pull it off even with a level 2 artifact. Please can this be addressed
@Oleis. Please! As 20% still allows people to hide two combos in blackout. I mean one combo is perfect, and still allows people to disguise targeted limb attacks without concern. Honestly I am very disappointed as are others because this artefact is terrible now
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
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And frankly, I fail to see how two hidden combos is an issue.
The main problem is more in relation to the fact that even at 30% (level 3) it equates to squat, so 10 or 20% is laughable. For example in a fight/test with other monks I am dropping the average blackout length by 1.8 second out of the full blackout, so with this in mind it does nothing to aid people with the blackout spam, because by this point they have done two combos on your limbs. In fact it is easier to just do wounds me after the blackout in either case. I have not test with a Shaman, but I would assume you might get 3/4 of a sec off if you are lucky.
Honestly it needs raised at least to 20/30/40.
--sorry on tablet so I am not able to tweak as I post.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Let's use mind blackout as an example, since it's what you seem to take issue to. The base eq cost for mind blackout is 4s (- modifiers like eq crown). The base duration for mind blackout is 8s.
That leaves 4-4.5s of blackout time to act in after the monk recovers equilibrium, depending on how artifacted the monk is. Your level 2 clarity artifact is cutting 1.6s out of it. That means you're reducing the time they can actually utilize this blackout to 2.4-2.9s. With a full level 3 artifact, this would be 1.6-2.1s of blackout.
Blackout as a whole has taken a lot downgrades and is a lot easier to track your attacks in now. The classes that have blackout are balanced around its use. Blackout isn't some kind of unfair advantage added on top of the rest of the things. It's a very real part of monk, zealot and (probably) shaman offenses.
Ironically the blackout changes spawned in part due to a report to nerf Mind Blackout but resulted in it getting buffed instead. With L3 clarity it's very manageable to deal with as they only get 1 combo off during a blackout, but with no clarity/L1 clarity they can get 2 attacks in blackout in any stance, with L2 clarity they can get 2 combos off in blackout in Scorpion, which starts necessitating the maxed arti to fight against it.
In addition 'very manageable' implies something has become easily mitigated and thus, not worth opportunity cost paid to use on the part of the user. This would be like if someone bought an artifact that would make Dwhispers 'very manageable' or Teradrim golems 'very manageable'.
Not because I play classes that use blackout, but because I think blackout should be properly balanced if it is not already.
We don't have artefacts that speed up salve balance, writhe times or slow down incoming beheads. Clarity shouldn't exist at all, and it shouldn't need to. I feel similarly about the stun reducer and web boots.
I bought web boots years ago, before Sileris blocked feed, and vamps could web/feed you to death (or run away). I would refuse to do that now. Artefacts should not balance combat.
I remember, involve me and I
learn.
-Benjamin Franklin
I remember, involve me and I
learn.
-Benjamin Franklin
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
Second step: define every relevant thing it does for each class dependent on it
Third step: define the problem things
Fourth step: figure out which things each class needs it to do
Where the things in the fourth are the same as the things in the third, these point toward the tweaks that would need to be made to the classes before both blackout is nerfed and the clarity artifact dusted.