Today Asura Strike got some interesting changes, which makes me happy. My first thought reading those was likely, to make it more viable as a fun build for Endgame dungeons. Noticable are:
-Treat Hard Def as Soft Def instead of ignoring Def
This is mostly a mini nerf which is sad to read but the next part makes it ok as a trade
-Ignores Res/Mres
Thats HUGE for endgame content. Res was besides Dmg Reduction (like Green Aura) the only thing that reduced Asura Dmg. While its understandble for everything, it made Asura special to ignore all to inflict HUGE burst dmg.
Seeing it added made me happy for my furture fun Asura build, like I always did in every server.
But there is a third change, which is the reason why I made this suggestion:
-Bonus damage no longer gets multiplied by skill ratio
This reduce the Damage BY ALOT. For an example from Tests: Before the patch, I dealed like 840m Dmg agains Dummy. Now its 340m with same gear (!).
I can see that WoE TE is the main target for this change, and I understand that it need some investment for one shooting players and stuff. Im totally cool with stuff like that, but why kill it for PvE aswell?
My Suggestion:
Revert the bonus dmg multiplied by skill ratio for PvE Content and keep the other changes.
Add the nerf for PvP areas only (All or only WoE TE, it can be testet).
It dont makes sense to make custom nerfs for PvE Content. Why do we have custom skill balancing for PvP, Battleground, WoE TE/SE? The skill was fine and never broken to begin with.
Keeping the Ignore Res/MRes is a nice addition to make it a bit more viable and I think fun players like me would love to have this.
Thanks for reading.