Alacrity is hugely important in the game meta. Currently it's only triggered by normal hits and utility that affects normal attacks (RF comes to mind). This seems to be an overly offense focus. With beta seemingly giving more love to defensive counter measures, it's an opportunity to take another look at alacrity and what triggers it.
Given the current meta, if one wants to spam skills, the player is forced to stack on haste/AS. This narrows the spectrum of viable builds.
Every class has access to defensive measures, dodge, parry and block (BH misses out on block but has massive innate dodge). How about broaden the possible ways to trigger alacrity to include successful defensive moves.
Successful dodge/parry/block gives 33% chance to run a check against alacrity. In other words, every 3 successful dodge/parry is worth 1 normal attack as far as alacrity trigger is concerned.
Critical block gives 100% chance to run a check against alacrity.
Defensive triggers of alacrity is capped at 8 times per second (8 checks against alacrity). Basically the maximum possible alacrity trigger due to defense is capped to be somewhere close to AS8. However it's very unlikely to reach this cap. It's in place to guard against shield warrior getting too much alacrity when swarmed by masses of melee monsters.
Now that defense also contributes to alacrity triggers, we can lower its effect to 2sec from the current 3sec. This de-emphasizes haste and broadens possible build diversity.
Given the current meta, if one wants to spam skills, the player is forced to stack on haste/AS. This narrows the spectrum of viable builds.
Every class has access to defensive measures, dodge, parry and block (BH misses out on block but has massive innate dodge). How about broaden the possible ways to trigger alacrity to include successful defensive moves.
Successful dodge/parry/block gives 33% chance to run a check against alacrity. In other words, every 3 successful dodge/parry is worth 1 normal attack as far as alacrity trigger is concerned.
Critical block gives 100% chance to run a check against alacrity.
Defensive triggers of alacrity is capped at 8 times per second (8 checks against alacrity). Basically the maximum possible alacrity trigger due to defense is capped to be somewhere close to AS8. However it's very unlikely to reach this cap. It's in place to guard against shield warrior getting too much alacrity when swarmed by masses of melee monsters.
Now that defense also contributes to alacrity triggers, we can lower its effect to 2sec from the current 3sec. This de-emphasizes haste and broadens possible build diversity.
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