Rebalancing of Whirlslash

firemane811

Green Slime
Hey guys,

after having done some damage-testing on the 2H skills I came to a sad realization.
Before actually testing the damage I used to level Whirlslash because that was the main attack I was using at the time.
Little did I know that leveling it makes absolutely no sense.

Weapon: Smashlight
Enemy: Jumpkins
Charged: No

Heroic Slam

Skill-levelDamage
Bronze 1381, 381, 377, 392, 379
Bronze 2403, 392, 390, 395, 405
Bronze 3415, 410, 409, 409, 408
Bronze 4426, 435, 445, 443, 437
Bronze 5459, 462, 451, 443, 441
Silver 1456, 461, 475, 476
Silver 2481, 489, 497, 475
Silver 3514, 503, 509, 497
Silver 4508, 521, 514, 513


Whirlslash


Skill-levelDamage on Jumpkins
Bronze 1216, 212, 209, 213, 214
Bronze 2221, 215, 215, 220, 224
Bronze 3227, 226, 223, 223, 228
Bronze 4227, 233, 238, 230, 232
Bronze 5240, 242, 235, 237, 241
Silver 1243, 255, 251, 242, 245
Silver 2258, 253, 256, 253, 249
Silver 3270, 257, 267, 267, 265
Silver 4269, 264, 270, 265, 278







After checking out the numbers I realized there was absolutely no reason to level Whirlslash so far,
maybe this will change later in this game.
The advantage of Whirlslash over HeroicSlam from my point of view is it's somewhat 360° radius
and it's speed which make it perfect to kill bees and small opponents like bunnies, slimes, jumpkins etc.
For bigger opponents which are mostly single appaerances you can easily use HeroicSlam.
But all the little opponents that occure in higher quantities dont require me to level the skill to actually one-shot them.

How do you guys feel - am I missing something here or do you also feel like the skill should be rebalanced in order to support build diversity ?
 

Devenir

Green Slime
Yea truth be told, leveling skills (i've tried almost all the skills) don't really seem to do much. If anything, it adds like 10-20 more damage after like 5-6 points worth of upgrading. The best way to improve damage is through gear. The scaling for most non-dot skills is like 1:1 ratio or something without charging. I kinda feel like a lot of the skills should be revamped since the only difference between say Meteor and Whirlslash (can honestly compare any two damage skills) is the area of effect and utility if any. I do 250~ dmg with Meteor with almost the best gear up to this point and the same damage with Whirlslash with almost the best gear. Of course, I would rather use Whirl since it is just easier to cast when stuffs running towards you which inevitably happens.

I would like to see more skill balancing in the future but I'm pretty sure I read somewhere the devs are busy on story progression or something like that.
 

GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
Ok, so it is already known that the skills aren't working properly because all the charges aren't in the game yet and to balance the skills right now just to rebalance them again later because you've added new charges wouldn't make any sense. I've had some crazy testing in the arena against the Red Giga Slime where I would do 4k damage with Earth Pillar without charging it and then charging it to bronze would make me lose 1.5k damage (this was some patches ago but it's just showing that the skills were and are not perfect even if they've seen some attention from the devs). If you go further than 9 points (if you start using the "gold charge") you will just lose all the damage that charging the skill up gives you. By reading your tests it seems like even going beyond lvl 5 (just reaching silver charge) is a waste because the damage boost is tiny. Even if this is the case I don't think that it stops you from testing the gameplay which is mostly what we're doing here I guess. Fine tuning will come towards the end.
 

Devenir

Green Slime
I think the OP specifically noted that he didn't charge in his tests. 8th line "Charged: No".

I've noticed the charged bug at gold but I don't think OP is talking about that. I certainly am not. When you level a skill from bronze 1 to bronze 2, the damage increase can sometimes be seen (if your gear is high enough) but the damage increase is very insiginificant, like 1-5 damage at most per level.
 
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