There’s way too much to go over in here. I’ll try to hit the big points:
- Stasis gets a new keyword. Frost Armor. Lots of reworks and new fragments to support it.
- Some exotics will generate Frost Armor. Icefall mantle is not one of them somehow…
- Well of Radiance is getting a nerf to reduce it’s healing factor and a buff to allow Radiance outside the well when you leave it.
- Healing in Well is the same as Restoration x2
- Radiance lasts for 8 sec when leaving the well.
- Ward of Dawn is getting it’s oversheild functionality changed so you can’t stack it up with a barricade. Weapons of light is moved to Helm of Saint-14
- Super cooldowns in PVP are being adjusted so that Well and Ward don’t charge faster than other supers.
- Changes to all Light Subclasses but nothing crazy in either direction.
- Strand gets some more major changes:
- Hunter:
- Hunter Ensnaring Slam is now a cylinder instead of a sphere. Allows you to jump away in PVP.
- Melee throw does less damage
- Warlock:
- Perched Threadlings can now be generated from any strand damage including other threadlings.
- Titan:
- Banner of War max timer down to 24 seconds
- Diminishing returns for melee with Synthoceps and Wormgod.
Yeah they didn’t nerf Well enough to not make it mandatory for most encounters. They also don’t say anything about stacking it with a rift.
I think the problem is more encounter design than Well itself. 90% of boss encounters are some version of “stand still in area to do damage”. It the same reason Rhulk is such a good boss fight.
I am glad both are hopefully not going to be oppressive in Trials anymore.
It’s worse than that, actually. They made the damage buff last 8 seconds after you leave well so it’s going to be more viable in encounters like Rhulk where well previously wasn’t viable because you had to move. With the update you just have to touch the well every 8 seconds to refresh the buff.
Good point. I still think making you move around a bit instead of standing still basically shooting a wall is more interesting.