I’ve been diving into Lifeweaver’s perk tree and I’m starting to think that the Life Cycle perk should really take the place of the Life Weaving perk. Right now, having Life Cycle as a minor perk feels like a no-brainer because it offers a super strong health regeneration and a healing seed upon death. It would be nice to make both options competitively viable so we really have to think about our choices. What do you all think about swapping these two perks for better balance?
3 Answers
I feel like it’s not great to demand changes before seeing how they play out in-game. Every time a new hero pops up, we say they’re either too strong or too weak without actually experiencing them yet. Let’s not forget we’ve had mix-ups in the past where people freaked out prematurely. Better to give it a few weeks post-release.
Honestly, I think we should just wait and see how the perks perform in actual gameplay before jumping to conclusions. Sure, Life Cycle sounds strong on paper, but once players actually start using it, we might find it’s not as OP as we think. Plus, Cleansing Grasp could provide some interesting strategic advantages that we haven’t fully considered yet. Let’s give it some time after release!
That’s a fair point! Often, the way a hero feels in real matches can totally change our perspective on what’s effective or not.
But if Life Cycle is too good, then what’s the point? If you’re not dying, why would you ever use Life Weaving? It feels like if you’re playing correctly, Life Cycle is the obvious choice. I just think the perks are fine as is; they create a nice balance.
Exactly! It’s like we forget the pattern. Some abilities we think are weak turn out to be game-changers when played right.