One of a small series of threads, wherein I wish to address the game's general imbalance in a way that will better benefit all with bringing a given org's group combat synergy into a better, more even keel. Glomdoring is known for having great synergy in combat, as most if not all of their classes have strong means to push for and support the application of a given affliction combo that will drive hard for ease of killing across the board. That being a synergy between Bleed and thus Mana pressure, leading to either death from the initial aff if not cured, or death to rapid toading if it is.
Serenwilde (pulling from my comment from a prior thread that got this started)
Serenwilde. Ah Serenwilde. There was a time we saw a Seren meld, EVEN with Glomdoring's budding reworks that got them out of the former ditch of uselessness they used to be stuck in, into the powerhouse they are now...that we feared to engage. The biggest strength was honestly Sap+passive paralysis granted by the Hartstone meld+Druid beast inherent being an active knockup 1/10s that can work mid-tic for Treelife letting their Druids actually work on the Sap focus that Glommie druids just cannot do the same level of focus despite also having Sap. Split teams, one on the ground, one in the trees to 'catch' the target and apply the Sap, absolutely brutal. Once Paralysis got its hit, no longer stopping all actions till cured, only affecting movement attempts to escape rather than Cleanse, curing, counter-hindering etc it used to...Sap became far less biting though still a potent tool in the Druids arsenal. Mutterings that Sap is to be eventually removed entirely however, forced a lot of the old combatants to try and find SOME way to compensate and not coming up with much, with the current build available. Mage rework will hopefully resolve this, so...till then. However, synergy? There really isn't any. Shofangi are arguably one of the stronger Monk builds, able to grapple and hinder-prone a target with the most effective outside of Nekotai's double leg break at base, but able to do so without Power use. Moondancers are a weaker version of Shadowdancers as they currently stand despite sharing a lot of the same fae...Wane just not having the same potency as current Choke for instance, and more conditional restrictions. Rest of it comes off as bland, general classes with no real 'vision' for what to aim for as a collective group. @Feyr
, and ironically @Avurekhos
can discuss specifics for what I am missing in this, and perhaps suggestions to reverse this snowballing effect detracting for the Serenwilde.
From this we can move forward, with the various issues pointed out, on how best to address them, moving forward. Constructive disagreements and discussion is welcome, but as always keep it civil. And do NOT namedrop anyone in particular as a specific problem, or derail this attempt. This is a matter important to the general health and well-being of the game as a whole.