- Joined
- Jun 30, 2011
Ninja:Overall I like the sound of these changes, good steps in the right direction for the most part. Few things I would add though:
Ninja:
An extra interrupt is not what the class needs. Blind, smoke, fade, and kick can all interrupt a warmup targeted on you, and kick is more than enough to handle self targeting warmups (such as heals)
What ninja needs is something to deal with other melee classes besides mindless shuriken spam. My suggestion either goes to add a short stun that does not scale so that we can utilize backstab (either at the end of blitz or perhaps garrote) or possibly buffing the damage on envenom in exchange for slightly less regular left click damage (to combat a warrior's vastly superior armor)
Pyro:
The damage on dark bolt is only around 90 so a damage nerf isn't super necessary, but I can support it if we get the stamina reduction. Personally, I like the high stamina costs of the class, it gives it a "burn very hot and very fast" type style that is uniquely different from other classes "push all the buttons!" type play style. However if we are going to reduce the stamina costs, and spell damage, we will need to increase damage elsewhere (say, chaotic strength?)
I agree with you on this, it has enough to fight casters and squishies; it is just a matter of allowing it to better stand up to warriors. A couple ideas popped into my head
- Change Eviscerate or Blitz damage to scale with the amount of HP or armor weight the target has. This makes it so it is doing more damage to those beefy targets and at the same time not make it OP against squishies
- Or give deathmark another use, if someone is marked for death they take X% amount of true damage (piercing damage, chaos damage, whatever you want to call it)
My thought process to changing darkbolt is to make it more of a utility skill. By giving it 50% healing reduction it makes is a very viable choice against healer heavy compositions. That 300 AOE heal from cleric turns into a 150 heal.