TL;DR at the bottom.
I've seen a lot of complaints concerning just how slow weapons feel without Wild Frenzy +3 / +6, which is absent in the Experimental build.
Attack speed is directly related to the weapons' fun factor and the design of the behemoths' attack patterns; as such, I'd like to propose a rather simple way to stabilise the game's flow.
What follows is based on the assumption that the game has been designed around (at least) WF +3 and Conduit +6, as well as the fact that most mid to end-game players have gotten used to these cells to a point where playing without them doesn't feel fun.
- Make Wild Frenzy +3 the base attack speed; in other words, seeing as the cell has been removed, buff every weapon's attack speed by 12.5%. The cell has been a staple in the overwhelming majority of meta builds, and as such most players likely consider it the "normal" speed of modern Dauntless.
- Keep Conduit as is. Unlike Wild Frenzy it was never meant to have 100% uptime, and playing without it does not fundamentally change the flow of the game.
- Remove or severely nerf all other conditional attack speed buffs from Evasive Fury, Assassin's Frenzy and the Shrike Lantern's hold ability.
By doing the above or some variation of it, the game's attack speed would be standardised once and for all around the default 12.5% + Conduit's 8% / 15% attack speed buff.
This would make the game feel fun and ensure that most weapons are effectively playable against most modern hypermobile behemoths, such as Urska or Chronovore.
TL;DR:
Without Wild Frenzy +3 the weapons feel too slow, as modern Dauntless' flow appears to be designed around WF +3 and Conduit +3 / +6.
- Make WF +3 (+12.5%) the default attack speed for every weapon.
- Keep Conduit as is.
- Remove or nerf the other conditional attack speed buffs.
Objective of these changes: standardising Dauntless' attack speed around WF +3's 12.5% buff and Conduit +3 / +6, without giving the player too much access to attack speed buffs, if at all.
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