- Joined
- Apr 17, 2011
- Location
- CANADA
I am making my fourth(?) Bard thread this map, and this one is a summary of why I think the class is 'awkward'. I will try to keep this thread somewhat organized, because nobody likes a wall of text.
Bard in its current state is weird. Why exactly is this though?
The class right now is suffering from their warmups on all their buffs. I have said this in a past thread, and agreed that it wasn't an issue. But after fighting more as a Bard, it is killing the class. Before you initiate a fight, you need to put up buffs. Generally, I like to use Manasong and Warsong. Before I initiate it is nice to get the extra damage and mana regen. However, I only have one problem with initiation; if I begin to use Warsong and I am running after someone, 60-65% this person will log out on me. While yes, you could say that isn't very much, when it occurs it is incredibly annoying. Another problem with the warmups, is that keeping them up in a fight is a pain. I need to back out, and cast manasong, warsong, battlesong (sometimes) and even healingchorus every few fights. With the warmups on these, I am sitting back, while my enemy is most likely hitting me with something, and I am sitting there warming up my buffs.
How can we fix the warmup issue?
Option A:
I'll start off with the most obvious answer. Get rid of the warmups on some of the buffs. The ones I think need their warmups removed are manasong and warsong. These are arguably your two most used buffs while on the playing field. Some may argue accelerando, but I would disagree. Personally, the rule I use with accelerando is it only gets used while fleeing or chasing. Keeping a group organized with accelerando is a nightmare.
Option B:
Channeling (in a way). In my mind, how this would work is simple. The Bard needs to 'sing' their songs, and they can only have one up at a time. This would make the class require more thought as to which songs you need to use in order to be the most effective. Each song would last a minimum of 5 seconds, and a maximum of 15 seconds, with a 10 second cooldown on each of them. So for example, I am about to start a teamfight. Just before we initiate, I use Warsong
PewPewPewLasers begins singing a Warsong!
During the duration of this, everyone in my party has 10% increased damage from all sources. As we go on into the fight, people are starting to lose their mana fast
PewPewPewLasers begins singing a Manasong!
During the duration of this, every 4 seconds, everyone is replenished 125 mana. People are also low on their stamina
PewPewPewLasers begins singing a Battlesong!
Every 3 seconds, everyone in my party is restoring 300 stamina. Do you see where I am going with this?
HealingChorus:
This right now is a bad skill. I mean that when I say it, It costs way too much stamina and mana for it to be effective at all. And like mentioned in a few other threads, HoTs aren't great. People before would use this spell as a heal (when it was like 50hp) which was wrong. The best part about healingchorus was that is had the dispel. That was incredible for a teamfight. Now, Bard is stuck with a not so good heal that costs a fortune to use.
What do I suggest?:
Change the skill to how it used to be. Even if there wasn't a heal, it would still be great for getting teammates out of things like root.
So yeah, my thoughts on Bard. Feel free to leave feedback, and if you disagree with something, please state why. (Same goes for if you agree with something).
-Pew
EDIT:
Adding this to the main post
If you like the idea then please rate the post! If you have concerns, questions or comments please reply below!
This is @@Eldrylars ' format, so thanks to you Eldry! I am not the best at writing the lore parts, so bare with me .
__________________________________________________________________________
"As the group charged in the battle, the Bard, equipped with a lute, sang harmonious songs of inspiration. The power of the Bard's song was enough to empower his team; the enemies fell to the ground as the Bard played lovely tunes on his lute. He not only used his songs for good, but for evil as well." - The Bard, PewPewPewLasers
Bard
A unique support class with a different playstyle.
The Bard utilizes songs to support allies, but also defeat foes. Whether it be a song of healing or war, or a song of hatred and void.
Basic Information:
Type: Rogue
Focus: Supporting teammates
Base Equip Weight: 35
Weapon: Jukebox
Base Damage: 40
Max Damage: 65
Base Health: 775
Health Per Lvl: 0.55
Max Health: 975
Base Stamina: 1250
Base Mana: 465
Mana Per Lvl: 3
Max Mana: 715
Starting Attributes:
Strength: 2
Constitution: -1
Endurance: 3
Agility: -4
Intellect: 1
Wisdom: 1
Charisma: 3
Strengths:
An incredibly strong class in teamfights; buffs to support allies, and slows, silences, and cc to down enemies.
Weaknesses:
Doesn't do very much damage, isn't incredibly tanky, and doesn't work well alone.
Descriptions and Explanations
Skills:
Level: 1
Applause -
Mana: 0 Stamina: 0 Cooldown: 0 Warmup: 0 Reagent: None
Description: Certain skills are more effective based on the amount of people affected by them.
Lore:
Level: 5
Smash -
Mana: 0 Stamina: 275 Cooldown: 8 Warmup: 0 Reagent: Jukebox (Doesn't consume, just required to use the skill)
Description: You smash your lute into 3 targets within 4 blocks of you, interrupting casting and slowing for a short amount of time. Deals 35 damage +(0.125) per point of strength.
Lore:
Level: 10
Forte -
Mana: 45 Stamina: 0 Cooldown: 7 Warmup: 0 Reagent: None
Description: You inspire your allies with a song of war, increasing damage done by 10% (+1% for every person affected by this) for 8 seconds (+0.25 per point of charisma)
Lore:
Level: 15
Mezzo Piano -
Mana: 0 Stamina: 285 Cooldown: 12 Warmup: 0 Reagent: None
Description: You sing a harmonic tune, granting all allies 25 mana (+10 for every person affected by this) every three seconds for 10 seconds (+0.25 per point of charisma)
Lore:
Level 25
Accelerando -
Mana: 125 Stamina: 305 Cooldown: 45 Warmup: 1 Reagent: None
Description: Your song encourages all allies to speed up, granting them speed II for 5 seconds (+0.125 per point of charisma). Doesn't break on hit.
Lore:
Level: 30
Decelerando -
Mana: 215 Stamina: 250 Cooldown: 25 Warmup: 2 Reagent: None
Description: You play a slow, soft song, giving all enemies reduced speed (Speed IV) for 3 seconds (+0.08 per point of charisma)
Lore:
Level: 37
Agitato -
Mana: 120 Stamina: 300 Cooldown: 25 Warmup: 1 Reagent: None
Description: You play an incredibly agitating song, causing all enemies to be interrupted, take 65 damage (+3 for every person affected by this) and lose 5 of every attribute for 5 seconds (+0.25 per point of charisma)
Lore:
Level: 45
Fortississimo -
Mana: 50 Stamina: 275 Cooldown: 15 Warmup: 1 Reagent: None
Description: You play an ear shattering note, disrupting casting and silencing all enemies within 7 blocks for 1.5 seconds (+0.05 per point of charisma)
Lore:
Level: 50
Eroico -
Mana: 65 Stamina: 125 Cooldown: 12 Warmup: 0 Reagent: None
Description: You play a heroic tune, dispelling all negative effects from teammates within 7 blocks, and healing for 55 (+0.75 per point of charisma).
Lore:
Level: 58
Gustoso -
Mana: 100 Stamina: 110 Cooldown: 10 Warmup: 1 Reagent: None
Description: You play an emphasizing note, causing all allies within 6 blocks to regain 250 (+0.25 per person affected) stamina over 5 seconds (-0.05 per point of charisma)
Lore:
Level: 65
Fermata -
Mana: 350 Stamina: 400 Cooldown: 500 Warmup: 3 Reagent:
Description: You play a long note, allowing no allies within 12 blocks to fall under 1hp for 3 seconds (+ 0.035 per point of charisma)
Lore:
So there you have it. An idea of how I think Bard should work. It hasn't been changed a whole lot admittedly, but I think these changes would be a cool little turn for the class.
Bard in its current state is weird. Why exactly is this though?
The class right now is suffering from their warmups on all their buffs. I have said this in a past thread, and agreed that it wasn't an issue. But after fighting more as a Bard, it is killing the class. Before you initiate a fight, you need to put up buffs. Generally, I like to use Manasong and Warsong. Before I initiate it is nice to get the extra damage and mana regen. However, I only have one problem with initiation; if I begin to use Warsong and I am running after someone, 60-65% this person will log out on me. While yes, you could say that isn't very much, when it occurs it is incredibly annoying. Another problem with the warmups, is that keeping them up in a fight is a pain. I need to back out, and cast manasong, warsong, battlesong (sometimes) and even healingchorus every few fights. With the warmups on these, I am sitting back, while my enemy is most likely hitting me with something, and I am sitting there warming up my buffs.
How can we fix the warmup issue?
Option A:
I'll start off with the most obvious answer. Get rid of the warmups on some of the buffs. The ones I think need their warmups removed are manasong and warsong. These are arguably your two most used buffs while on the playing field. Some may argue accelerando, but I would disagree. Personally, the rule I use with accelerando is it only gets used while fleeing or chasing. Keeping a group organized with accelerando is a nightmare.
Option B:
Channeling (in a way). In my mind, how this would work is simple. The Bard needs to 'sing' their songs, and they can only have one up at a time. This would make the class require more thought as to which songs you need to use in order to be the most effective. Each song would last a minimum of 5 seconds, and a maximum of 15 seconds, with a 10 second cooldown on each of them. So for example, I am about to start a teamfight. Just before we initiate, I use Warsong
PewPewPewLasers begins singing a Warsong!
During the duration of this, everyone in my party has 10% increased damage from all sources. As we go on into the fight, people are starting to lose their mana fast
PewPewPewLasers begins singing a Manasong!
During the duration of this, every 4 seconds, everyone is replenished 125 mana. People are also low on their stamina
PewPewPewLasers begins singing a Battlesong!
Every 3 seconds, everyone in my party is restoring 300 stamina. Do you see where I am going with this?
HealingChorus:
This right now is a bad skill. I mean that when I say it, It costs way too much stamina and mana for it to be effective at all. And like mentioned in a few other threads, HoTs aren't great. People before would use this spell as a heal (when it was like 50hp) which was wrong. The best part about healingchorus was that is had the dispel. That was incredible for a teamfight. Now, Bard is stuck with a not so good heal that costs a fortune to use.
What do I suggest?:
Change the skill to how it used to be. Even if there wasn't a heal, it would still be great for getting teammates out of things like root.
So yeah, my thoughts on Bard. Feel free to leave feedback, and if you disagree with something, please state why. (Same goes for if you agree with something).
-Pew
EDIT:
Adding this to the main post
If you like the idea then please rate the post! If you have concerns, questions or comments please reply below!
This is @@Eldrylars ' format, so thanks to you Eldry! I am not the best at writing the lore parts, so bare with me .
__________________________________________________________________________
"As the group charged in the battle, the Bard, equipped with a lute, sang harmonious songs of inspiration. The power of the Bard's song was enough to empower his team; the enemies fell to the ground as the Bard played lovely tunes on his lute. He not only used his songs for good, but for evil as well." - The Bard, PewPewPewLasers
Bard
A unique support class with a different playstyle.
The Bard utilizes songs to support allies, but also defeat foes. Whether it be a song of healing or war, or a song of hatred and void.
Basic Information:
Type: Rogue
Focus: Supporting teammates
Base Equip Weight: 35
Weapon: Jukebox
Base Damage: 40
Max Damage: 65
Base Health: 775
Health Per Lvl: 0.55
Max Health: 975
Base Stamina: 1250
Base Mana: 465
Mana Per Lvl: 3
Max Mana: 715
Starting Attributes:
Strength: 2
Constitution: -1
Endurance: 3
Agility: -4
Intellect: 1
Wisdom: 1
Charisma: 3
Strengths:
An incredibly strong class in teamfights; buffs to support allies, and slows, silences, and cc to down enemies.
Weaknesses:
Doesn't do very much damage, isn't incredibly tanky, and doesn't work well alone.
Descriptions and Explanations
Skills:
Level: 1
Applause -
Mana: 0 Stamina: 0 Cooldown: 0 Warmup: 0 Reagent: None
Description: Certain skills are more effective based on the amount of people affected by them.
Lore:
Level: 5
Smash -
Mana: 0 Stamina: 275 Cooldown: 8 Warmup: 0 Reagent: Jukebox (Doesn't consume, just required to use the skill)
Description: You smash your lute into 3 targets within 4 blocks of you, interrupting casting and slowing for a short amount of time. Deals 35 damage +(0.125) per point of strength.
Lore:
Level: 10
Forte -
Mana: 45 Stamina: 0 Cooldown: 7 Warmup: 0 Reagent: None
Description: You inspire your allies with a song of war, increasing damage done by 10% (+1% for every person affected by this) for 8 seconds (+0.25 per point of charisma)
Lore:
Level: 15
Mezzo Piano -
Mana: 0 Stamina: 285 Cooldown: 12 Warmup: 0 Reagent: None
Description: You sing a harmonic tune, granting all allies 25 mana (+10 for every person affected by this) every three seconds for 10 seconds (+0.25 per point of charisma)
Lore:
Level 25
Accelerando -
Mana: 125 Stamina: 305 Cooldown: 45 Warmup: 1 Reagent: None
Description: Your song encourages all allies to speed up, granting them speed II for 5 seconds (+0.125 per point of charisma). Doesn't break on hit.
Lore:
Level: 30
Decelerando -
Mana: 215 Stamina: 250 Cooldown: 25 Warmup: 2 Reagent: None
Description: You play a slow, soft song, giving all enemies reduced speed (Speed IV) for 3 seconds (+0.08 per point of charisma)
Lore:
Level: 37
Agitato -
Mana: 120 Stamina: 300 Cooldown: 25 Warmup: 1 Reagent: None
Description: You play an incredibly agitating song, causing all enemies to be interrupted, take 65 damage (+3 for every person affected by this) and lose 5 of every attribute for 5 seconds (+0.25 per point of charisma)
Lore:
Level: 45
Fortississimo -
Mana: 50 Stamina: 275 Cooldown: 15 Warmup: 1 Reagent: None
Description: You play an ear shattering note, disrupting casting and silencing all enemies within 7 blocks for 1.5 seconds (+0.05 per point of charisma)
Lore:
Level: 50
Eroico -
Mana: 65 Stamina: 125 Cooldown: 12 Warmup: 0 Reagent: None
Description: You play a heroic tune, dispelling all negative effects from teammates within 7 blocks, and healing for 55 (+0.75 per point of charisma).
Lore:
Level: 58
Gustoso -
Mana: 100 Stamina: 110 Cooldown: 10 Warmup: 1 Reagent: None
Description: You play an emphasizing note, causing all allies within 6 blocks to regain 250 (+0.25 per person affected) stamina over 5 seconds (-0.05 per point of charisma)
Lore:
Level: 65
Fermata -
Mana: 350 Stamina: 400 Cooldown: 500 Warmup: 3 Reagent:
Description: You play a long note, allowing no allies within 12 blocks to fall under 1hp for 3 seconds (+ 0.035 per point of charisma)
Lore:
So there you have it. An idea of how I think Bard should work. It hasn't been changed a whole lot admittedly, but I think these changes would be a cool little turn for the class.
Last edited: