This is too much of a nerf to Conduit. I do not think reverting to the pre-September 7th numbers is a good idea. I disagree that this will be too much simply because of the offensive benefits you get from COR. The Conduit of rage proc that you get from his passive leader power is quite a bit higher in terms of raw damage buff compared to pretty much every single one of them elsewhere in the game. As well, for every leader power you cast - it increases the duration of the passives duration.
September 7th patch
It really hurts his early game. Now he is extremely weaker on his 2nd and 3rd leader points. I really feel like the tick rate should of been changed to 1.6/1.2/.9 and increase the cooldown on some of his powers by 10-15 seconds. The main issue was level 2/3 heal being over 40%/57% and the massive up time on conduit once he got his 5th leader point. Plus his leader power that reduces CD (ArbiterCDReduction1/2/3) will still be skipped until last. Taking the increased CD approach would make this leader power worth getting sooner.
Quote:Conduit of Rage:
- Heal per tick 3% -> 4%
- Tick rate 2/1.5/1 -> 1.5/1/0.7
On tier 1 - you get a 30% damage buff
On Tier 2 - you get a 45% damage buff
On Tier 3 - you get a 60% damage buff.
Having the high heal rate in terms of ticks makes units that should get countered and killed too hard to kill in most situations because of oppressive damage and fast healing. This is a similar issue that has been seen on Decimus with having only a 3% heal on units such as his banshees or even marauders (which would go toe to toe with air this entire last month). Granted he as well has an active siphon he throws on top of them at times - but regardless, I do believe changing these back down is something that needs to be done.
We see your concerns as he was seen as not an amazing leader before (I still disagree with the notion that he was originally bad), but like I said - if he becomes bottom barrel, a middle ground or slightly higher heal rate on the power can possibly make the most balanced approach on his core passive. We don't think he will, but we have been wrong before and know that people will tell us that we are wrong when we are. But if he becomes really bad we will re-evaluate his conduit of rage and make the necessary middle ground adjustments as needed.
I am an Arbiter main and have a lot of game experience. As much as it pains me to see Conduit of Rage getting nerfed solely because of my bias and predisposition, I am willing to believe this change is warranted after hundreds of games using Arbiter. The only thing that worries me is the fact that what makes Arbiter special IS Conduit of Rage, so if you take that away in some way, he loses the very thing that makes him unique and viable. Stasis' are great too, but they are more like tools rather than abilities that affect combat potential. Like I said, I am willing to believe this change is okay though, because I have seen how good Rage can be, so time will tell if this nerf is okay, or if it ruins the Arbiter.
Other than that, I haven't posted yet about this patch anywhere in here yet, but I have to say that this patch is looking mighty fine. A lot, and I mean a lot of good things here. My favorite thing to see is Atriox Jump Brutes changing to slow instead of stun. I've said it before that abilities that stun are among the best in the game, and in many cases can be overpowered. Atriox Jump Brutes was one of those cases, so thank you so much for this change. The only thing that might worry me is mines not able to drop directly on to units. Jerome leader relies on this in quite a bit for his skillful gameplay. Not to mention, the increase in detection range will make mines even more worthless when preplaced than they already are. However, on paper, logically, it doesn't make sense for mines to drop directly on top of units, so I understand this change and just like the change to rage, am willing to go along with it for now. So yeah, this patch looks beautiful. If nothing game-breaking happens like previous patches have done (Forge/Colony shenanigans) and if this patch ends up holding up well as far as balancing goes, I almost want to say we won't need another patch in April or beyond. In my eyes, this patch has a possibility to be the end-all finisher.
A final side note, despite how bumpy of a ride this game has been, it has been a blast! Thank you so much 343 and CA for making a game that has given me hours upon hours of fun.