As a talent in DF? Yes! Make a passive for BM, as I’ve mentioned before.
I truly hope they’ll do something to fix it before the launch(preferably the above). Otherwise, on top of issues with previous talents, the new one “Call of the Wild” will probably be affected as well, which would be really bad.
Class Tree Changes:
- Improved Mend pet reduced to 2 points for +25/50%. Also now has a chance per tick of Mend Pet to also dispel a magic effect from your pet.
- Scare Beast is no longer on a path that connects to other nodes below it, it’s a one-off thing to the side of the tree.
- There is potentially a placeholder +Agility node where scare beast was. This will be changed if it shows up in your build to something that isn’t direct throughput.
- Chimaera Shot removed from the class tree.
- Master Marksman will likely be changed to also work with melee critical hits.
- Death Chakram will likely be changed to increase all damage taken, rather than just Physical. This should make it more competitive to Survival Hunters, who do a fair bit of non-physical damage.
Hmm…
(photo montage, not necessarily how it will look in the next build)
#https://i.imgur.com/RppQRsX.png
-Well, if anything, I would love a path to connect Keen Eyesight with Master Marksman. Considering what both of their effects are, it would be a logical path to have.
-I just put Scare Beast to the side, based on what was said in the post. It might be in a different place. I put it there to keep it in the same position, vertically, as it was before. It doesn’t naturally fit in anywhere on that side, if you ask me.
-Regarding Nesingwary’s Trapping Apparatus, ideally, it should probably be replaced with something else. But if they decide to keep it, at least rework it to where you get the effect simply from placing a trap, as opposed to the requirement of catching an enemy in a Freezing Trap.