Family Name: Gladrian
Region (NA/EU): EU
First off I know many will be in a uproar about complaining that she is fine, but the recent progression of succession Drakania has not been the greatest. The downgrade/removal of some SA and FG has been manageable to adjust to however, I think I have managed with my time spent on the class to boil down the small issues she has that stops her from being a great or good class. This was done through testing with guildies to remove ambigious interpretation of skill texts and hands on play testing in GL, AoS, Grinding up to spots with 309K and looking at what seems to be the main ailment she has stopping her potentional.
Yes not every class needs to be S tier but Succession Drakania has been struggling hard and these last 2 major updates have not helped her overall. Background for those unfamiliar with the class concerning the CC's and the healing, debuffs and debuff cancels. Prime skills are noted due to them getting optional Debuff Cleanse or the Debuff listed towards the bottom.
Class Information
PvP Cc's
1 Knockdown on Shift+F (SA Prime)
1 Knockdown on S+F (Unprotected)
1 Knockdown on S+LMB 3rd hit (Unprotected)
1 Bound on leaping LMB (Unprotected)
1 Stun on Sprinting LMB (Unprotected)
1 Stiffness W+E (SA)
1 Stiffness on E (Unprotected)
1 Knockback RMB (Unprotected)
1 Float Shift LMB (SA Prime)
1 Float Shift+X (Unprotected) +200 hp heal on hit or 1 Float Shift+X (Unprotected) +120 WP on hit
1 Float on Holding RMB after Holding RMB and RMB (Unprotected)
3 Downsmash skills (1 FG 2 SA Prime)
Healing numbers (All primes)
14*400=5600 hp 70% of max SA
12*400=4800 hp 50% of max FG/SA skills 2400 on non charging
3*400=1200 hp 100%
Max HP
Can range from 7.4k to 10.4k without shai buffs
Grab
She has no grab
I-Frame
D or A +RMB 3 s cooldown side slide
Unique Enemy Debuff (Fully Stationary for 2-3s)
Drains -25 MP/SP/WP while charging ions
Debuff Cancel (Prime skills)
Removal of Movement speed and Attack/Cast Speed Debuff's on using Ions (Prime Skills) instant but only if it is not a Skill-Add on reduction.
PVE movement speed and attack/cast speed debuffs on allies if Stockpiling Ions (Not where it would be relevant field bosses slows etc do not get cancled)
PVE CC's
6 PVE Knockdown
3 PVE Bound
1 PVE Stun
1 PVE Knockback
Damage
Prime skills are higher damage
Every normal skill is fairly low damage
I know this info dump is a lot, but I would like to introduce the class to you so you can get a mental picture of the class. Skip the struggles if you do not want context of the solutions.
PVP Struggles:
Knockdown has a massive gap where the SA goes away right before the skill connects with the target this has stopped the KD from happening very often due to outside CC.
In larger open field scale this can work due to people being occupied with another person but in 1v1 or in tight spaces it is near impossible to land without the person going SA or FG. Unprotected secondary KD is unviable in pvp as you will 100% get cc'ed from some aoe or distance CC occasionally it can land and KD a lot of players but 9 out of 10 you will get CC'ed yourself.
Stiffness is a good distance closer and quick CC start but towards the end of the skill the gap till you can go into the next skill is brutal in multi target pvp.
Float is stationary and hard to personally capitalize on after the skill as the flow is not great out of the skill.
Healing wise you are always stationary for 2-3s even longer in case of the 70% HP heal. You can get the 2400 hp top up on skills but this is insignificant now with the damage numbers people push if you consider you will sit at max 4000-5000 hp. Being stationary also makes it really vulnurable for grabs so most of the time you will 100% end up on the floor with 70% or 50% of your hp if you even managed to heal that far and will most likely.
MP/WP/SP Debuff can be good but very hard to do it does not trigger often and with no PVP CC on the skills during the ion charge people just step out of the area as you are charging. (Counteracted by any Woosa and her MP/WP/SP regen buffs also most classes also can shrug off loosing 75-100 MP/WP/SP)
Debuff removal is a great tool during the current meta for personal use but has no effect in group content.
PVE Struggles:
Damage is a issue due to the massive gap between the normal/stockpiling attacks and prime attacks. With the speed of the skills being on the slower end this makes her DoT a lot lower than the closest comparisson of Guardian Awakening and Awakening Warrior.
Healing Being solely reliant on the potion to cover the gap of 50% hp to 100% can be a signiciant delay on grinding with the damage of end game spots increasing where if I get hit by a big attack it can mean 7000 damage or more being anything below 90% is a guaranteed 1 shot.
Group Content very unpopular due to the damage going in chunks and the main thing she brings to the table is a 15% movement speed and +24 Crit rate for 15s on a 25s cd skill
Possible Solution/Suggestion
Option 1 Keep the healing as it is concerning the numbers and potential healing possible but remove the 50% and 70% turn off cap if needed lower the healing by 50hp.
Option 2 500%-750% Damage increase of the stockpiling and normal attacks with the balanced PvP Modifier applied to counteract damage gain. NO change to the Ion Damage and non Ion Damage of the Prime skills.
Option 3 Movement/Attack/Casting speed debuff removal for self to be universal regardless if the source is a add-on or skill specific. The self-removal needs to remain to the use of Prime Skills.
Movement/Attack/Casting speed debuff removal for allies to be universal regardless of source is a add-on or skill specific. The removal for allies needs to remain unique to the stockpiling ion skills and not be triggered on using Prime skills. E or RMB (Contact only) and W+RMB (Non contact possible and FG) and the 100% and 200% BSR both (SA but easy to be grabbed skills due to long charge)
Option 4 (Would be amazing but not main focus) Adjusting the Magnus skill Brimbolt Annihilation from PvE Knockdown to be PvP for a increase of from 9s cooldown to 12s or 14s.
Either Option 1 could help or Option 3 would be enough Option 2 for PVE.
PVE Aspect of solution
- Damage increase would purely to raise the DoT from super high peaks to a higher baseline with smaller peaks but they will still be noticeable keeping the asthetic of the class.
- Movement/Attack/Casting speed debuff removal would make her a valuable class to take along in Boss fights due to her being the unique debuff removal.
PVP Aspect of solution
- Having 8000 hp (non shai) but it turning off healing at 4000 when you have the potential to 2400, 4800 or 5600 is just painfull. The increase of FG shred, heal reduction from scholar and the class loosing more protection due to shreds. Not getting the chance to properly compose yourself after surviving a CC if the enemy did not continue pressure on you. This would increase the hit and run style of the class allowing it to properly compose itself and makes it necessary to keep pressure on her after the disengage. Also to kill her easily due to still allowing a grab out of heal if a high risk heal is done inside or near a blob.
- Damage increase should not carry into PvP keeping her in a burst damage position and forcing a disengage on unfavorable CC outcomes.
- Movement/Attack/Casting speed debuff would create a unique position distinguishing her from Awakening Drakania and giving her a niche to occupy in group PvP both larger scale and especially AoS. The ion charging skills are high risk skills to pull off as most are unprotected or easy to be grabbed in skills so providing the Debuff removal would not be a low risk option, apart from W+RMB but then you waste damage potential during the fight.
- The gain of a FG knockdown of the Magnus skill would increase the amount of "protected" Knockdowns to 2 if the FG has not been shredded thus being very situational in 1v1 and group content, the long cooldown would move it from being a secondary or tertiary choice pushing the unprotected knockdown into focus but giving her more option as a easily grabbed non-grab class very dependant on getting the kd with follow up downsmash's.
Conclusion
I thank you for your time to scroll through this and I know the domination of Succession Drakania in the first AoS Season might still be sitting deep in your bones and the intital reaction will be a downvote. However with 7/100 of top 100 being Awakening Drakania and 20/20 on the Drakania Leaderboard it is clear there is a struggle for Succession to be viable in any way.
I have also become more and more ridiculed, insulted or complained in the last 2 months for taking/sticking to my favorite class that I have spent time getting to know into group content through party finder or AoS, simply because of these underlying issues she has.
I think with the suggested changes she would be able to gain a niche without breaking the mold and making her a 100% must have class. It would still make her a viable class to have in the comp over the raw damage and movement of Awakening Drakania.
Overall even if 1 of the Options gets chosen it would still be a first step and then further steps could be taken. Option 3 is the most class identity heavy while Option 2 should be implemented just for the PvE life.
Recent releases are just exasterbating the 50/70% heal limit, if anything else please just consider removing this single cap so Drakania's can heal properly beyond being 1 shot to any mob. The Infinite HP potion is the only thing that manages to keep me away from being 1 shot.