Drowboy wrote: ↑Thu Aug 20, 2020 10:21 pm
Lv 11 on live server : 2 Curses. 10 dmg total. (Perhaps even more, I haven't reached 11 yet).
Lv23 on PGCC : 4 Curses and Hex of +1 dmg. 12 dmg total, 24 in case of crit (with a x2). Decent. But you smoked all of your feats. You also have to crit to make it decent.
As someone running an epic hexblade on live: most higher level enemies have enough random elemental DR that you get dropped down to nothing, and anyone with a competent gearset in PVP (or a favored soul) will take none as well.
PGCC version isn't blockable. I'd rather have that. The numbers could maybe be tweaked one upward (or even build that into the hex of +damage one), but I'd rather see that stay the same and have the regen one, which feels extremely thematic, built into the base curse weapon.
That being said, the reason Hexblade had a decent damage output before was due to the Monk Quarterstaff 10 APR build.
Evidently, with 10 APR, you have way more occasions to proc the curses. This could be wrong as it's the only build I tried on PGCC back then.
In addition, DEX builds have the DEX mod added to their AC.
Going STR rather than DEX, you'r supposed to sacrifice survivability for damage. Well, not in case of Hexblade. Going STR, you have less APR (than dual-wield), which means less damage, and less AC anyway.
To be clear, on a single attack you have more damage as STR. But in a round, DEX wins everyday.
The aim was also to make crits work with curses. Well, DEX builds can crit too, and with twice as much APR as a STR build, you have way more chances to crit, too.
5 APR(considering Haste) compared to 10 is a huge gap, especially on a build based around "procs". and it's not a +15% physical that's gonna do much to fill the gap for STR.
So. Half as much APR. Why not twice as much damage on curses if hard STR mod > hard (or even soft?) DEX mod.
Of course, it is clearly not as simple as what I just wrote. This was a very "drafty" opinion, and probably very wrong too, but you get the idea.