Thematically meh

Why is it that colossus is supposed to feel like you are doing these big chonky strikes but your single target damage is straight cheeks.

Why is it you are called a slayer yet your execute is booty hot dog water.

These devs just balance around spreadsheets and normalize the talents rather than make the classes feel like they are supposed to. It’s infuriating.

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Its a colossal disappointment.

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So really then it’s not really the thematics that are the problem, it’s the final balance standpoint.

Colossus is pretty damn fun, it’s playstyle is less proc dependent and rewards good play. However it definitely didn’t benefit at all from it’s set bonus this season being shared with protection causing it to get nerfs that were unwarranted since blizzard wanted to keep the set bonuses the same between hero talent builds regardless of spec.Only for then for Blizzard to also walk this thought process back with the thane bonus where it had prot specific nerfs as opposed to global set bonus nerfs.

Last tier an optimised Colossus Build was ~150k dps within medium range to a Slayer build so while you were at a deficit you could still play it during farm and some fight types (additional targets present for it’s niche), this season though it’s somewhat of a much larger difference at a ~7.3% difference in a Crit optimised set, or a ~8.7% in a slayer optimised set. This ends up being 350-450k dps less on average which is a lot, not even the rng blessed range saves this as Slayer has a higher max ceiling on a high roll which ends up being ~10% ahead of a high rolled Colossus. Even with that though there are a handful of fights where you could opt for Colossus over Slayer which include, Soulbinder, Araz and Soul Hunters. For Soulbinder and Araz it’s saccing ST for pad, but for Soul Hunters it’s definitely the stronger option for Arms.

Colossus definitely needs all the help it can get, hopefully for midnight the 3 additional hero talent points it gets helps provide some parity for it’s ST throughput and Slayer’s for it’s AoE throughput so they’re on equal footing so players have a choice between the two.

As for what i’d like to see? Demolish having an Auto Crit passive with crit rate converted into additional crit dmg for it would be a start, Chaos bolt has it and the new Devourer spec has it on their ‘nuke’ so Colossus would benefit a lot for it’s dps range if one of it’s largest components was a little more consistent and less prone to RNG pull to pull while still emphasising it’s want for critical strike as it’s main go to stat.

An idea like this is what I mean. And yes thematically that would make more sense because when you press demolish it would make you feel like a colossus. Right now when I press it, I feel like it whiffs a lot. And I mean literal whiffing because when mobs move out of range my guy looks goofy lag swinging.

Honestly they could stand to have it have a longer range too, and maybe add wind slash/trail effects on the distance it goes to as well. Since FFXIV’s Samurai has a similar skill in their toolkit which is both an Auto Crit ability while also being a longer range than their standard melee combo (6y instead of 3y).

So of Demolish also alongside the inheriting the Chaos bolt passive (AutoCrit/Crit=CritDMG%) if it got a slightly higher range to ensure it’s not so easily stopped say 8y or 10y it would help make it less punishing if they did go down the route of lowering it’s variance and pumping up it’s ST.

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It makes me laugh that as a tank my executes are amazing, but the other specs are crying at the numbers. Who knows what the future holds. Nice transmog btw.

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Yeah, my executes in Prot are pretty chunky, and ive been seeing 12-14m crits on the final blow from Demolish.

My highest was 31m on the final hit, and i have no clue how i did it, but man, my guildmates were confused lol

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Right! Protection is more of a slayer than slayer. I dunno what these devs are thinking. If anything slayer should have heavy handed talent.

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The funny part there really comes down to Prot having Red Right Hand as a talent over Juggernaut. Thane also has a further 25% additional mod added to it from Thorim’s Might.
Both of these combined basically gives prot a pretty strong execute with no ramp up time.

Now if they got rid of juggernaut for all Arms/Fury too and put in the lost throughput back into the Execute ability itself, it would be a lot less frustrating as they wouldn’t want to throw themselves off the nearest ledge (ingame) whenever juggernaut fails to keep it’s stacks rolling prior to 20/35%.

That being said though, Arms executes are still hitting for a fair bit more than Prot’s is atm. Approx ~1mil more dmg per cast and easily 3~4mil higher highest hits isn’t anything to shrug at either. Although if you low roll and don’t really get any 2-3 stack marked executes off that don’t crit you might see a lower ‘highest hit’ on that parse.

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Spinning plate = immersive gameplay.

Good luck convincing the monkeys in class dev otherwise.

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Bro, when the stars align, Demolish hits like a NUKE.

I absolutely love it. It’s very fun.

Demo is fun to press and the current slayer build has you spinning all the time is also fun.

I like when you randomly smack one of the little adds in the Heart of the Machine repair with a slayer spin.

Juggernaut doesn’t even spin plates, though. It just leaves that much less room for anything else while making your spec potentially live or die by forced downtime.

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