- Joined
- Apr 1, 2013
In short, legendaries suck. Granted you have to level 6+ classes to get them, but I still think their current state is still over the top. Darkmaster can kill a target super easily without having to hit many/any skillshots -- and grandmaster can outsustain even large groups with its insane heals.
I'll start with darkmaster:
Disarray: This skill is iffy. 100(+1 per int) aoe straight line damage is a decent amount, but a 20 second cooldown seems kind of strange. We can either leave it as it is, or reduce both the damage and the cooldown to make the skill feel a little better.
DragonsBreath: Kind of a boring skill, do ~100 damage aoe in front of you with a 14 second cooldown. This skill isn't that much of an issue.
EndlessNightmare: This is one of the main issue skills. With a 13 second cooldown, Endlessnightmare locks down a target with blindness, slowness, and hunger for 5 seconds while dealing 50(+1 per int) damage. The damage isn't the problem, its the ability to set up all your other skills during these 5 seconds of slowness/blindness. The duration needs to be decreased to maybe 2 seconds. Also compared to the equivalent skill on grandmaster, endlessnightmare has a 13 second cooldown where judgment spike has a 30 second cooldown, just a thought.
Sneak: Kind of iffy about it. This class seems leaning towards a caster and not really a rogue, so stealth doesn't seem to fit the current role.
Soulleech: Not quite sure why the class has this skill. Just another filler damage skill that gives some sustain.
Blessing: No real opinion.
TimeWarp: Another problem skill. If coded correctly, this skill could allow a lot of outplay potential by teleporting players back to their position. Currently its just used as another damage skill to burst players down, as the darkmaster can just reuse the skill to do instant 100(+1 per int) damage. If the skill can not be recoded to apply the damage at the end of the duration, the damage should just be removed entirely.
QuantumLeap: This skill is fine.
Smoke: Not sure why the class has this skill though. Along the same logic of sneak, the class is too casteresque to have this kind of initiation/getaway potential. I don't have a suggestion as what to replace this skill with but I don't think it should stay.
GreatChasm: 10 second cooldown, 100(+1 per strength) aoe damage. I would increase the cooldown by 2-4 seconds.
CallofChaos: This skill brings a lot of aoe magic damage, but a 40 second cooldown is quite long. I suggest bringing the cooldown down to 25 seconds - but lowering the damage from 15(+0.5 per int) tick damage every second for 6 seconds, to 12.5(+0.25 per int). With 30 int thats 180 aoe damage to 120 but on a much shorter cooldown.
Desecration: This skill is also hard to deal with. The aoe damage is insane, but the radius is so small that it doesn't end up doing that much. However, when its combo'd with a stun, slow, or something like endlessnightmare, the damage can really add up. I think we can leave it like this for now, but I'm interested in possibly increasing the range and decreasing the damage in the future.
Last but not least, the left click damage. Without the base 15 strength a blaze rod does 50 damage. Compared to a ninja and disciple, who both have a weapon with the same attack speed, Ninja has 43 with shears and Disciple has 39. A class with this much magic damage should not be doing more than a ninja with left click as well. Imo the base left click should be decreased by ~8.
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Onto Grandmaster:
I'm not going to do the same thing I did for darkmaster, but there are a few things I want to address. @Pugglez_ put it perfectly - The class needs to sacrifice either some of its healing or some of its damage. Right now, it can outsustain everything easily and manages to deal a decent amount of damage as well. These are coming from fighting against grandmasters and as using it on test. As a sidenote, as a grandmaster I could smack darkmaster with a lot of hp/mana left.
Call of Order: To put it simply, this skill is just annoying. The extremely low cooldown in addition to the high aoe heals makes fighting this class in any situation really really annoying. The copy of this skill on Transcendent has a 20 second cooldown, which is a lot more reasonable for this high of aoe heals.
EscapeArtist: Why does it have this skill lol. No current suggestion as what to replace it with but this just doesn't really belong.
JudgmentSpike: Silence duration needs to go down to 3 seconds from 5 seconds. The cooldown could also possibly be lowered to 25 seconds from 30.
TimeReverse: Same logic as Timewarp for darkmaster, the skill logic is just all wrong. People don't actually try to use the skill for what it was made for, they just use it twice and get a 27.5% hp heal every 15 seconds. If the logic cannot be reversed as to when the heal is applied, the heal just has to go. As another note, I tried fighting a darkmaster without even using this skill and still won with 4 hearts left.
DivineRuination: An aoe blind/damage on a 10 second cooldown? This class already has a really hefty silence for a support class. I suggest just flat out removing the blind from this skill.
Left click damage: Same as Darkmaster, lower by ~8.
Other classes:
Sorcerer: Reduce Radius of Arcanestorm from 12->8. The radius would be fine if it didn't have the insane knockback applied every tick.
Blacksmith: All forge/smelt skills - Swap Warmup and Cooldown (5 Seconds - None)
Miner: All smelt skills - Swap Warmup and Cooldown (5 Seconds - None)
@Balance Team @Kainzo Read up and let me know what you think.
I'll start with darkmaster:
Disarray: This skill is iffy. 100(+1 per int) aoe straight line damage is a decent amount, but a 20 second cooldown seems kind of strange. We can either leave it as it is, or reduce both the damage and the cooldown to make the skill feel a little better.
DragonsBreath: Kind of a boring skill, do ~100 damage aoe in front of you with a 14 second cooldown. This skill isn't that much of an issue.
EndlessNightmare: This is one of the main issue skills. With a 13 second cooldown, Endlessnightmare locks down a target with blindness, slowness, and hunger for 5 seconds while dealing 50(+1 per int) damage. The damage isn't the problem, its the ability to set up all your other skills during these 5 seconds of slowness/blindness. The duration needs to be decreased to maybe 2 seconds. Also compared to the equivalent skill on grandmaster, endlessnightmare has a 13 second cooldown where judgment spike has a 30 second cooldown, just a thought.
Sneak: Kind of iffy about it. This class seems leaning towards a caster and not really a rogue, so stealth doesn't seem to fit the current role.
Soulleech: Not quite sure why the class has this skill. Just another filler damage skill that gives some sustain.
Blessing: No real opinion.
TimeWarp: Another problem skill. If coded correctly, this skill could allow a lot of outplay potential by teleporting players back to their position. Currently its just used as another damage skill to burst players down, as the darkmaster can just reuse the skill to do instant 100(+1 per int) damage. If the skill can not be recoded to apply the damage at the end of the duration, the damage should just be removed entirely.
QuantumLeap: This skill is fine.
Smoke: Not sure why the class has this skill though. Along the same logic of sneak, the class is too casteresque to have this kind of initiation/getaway potential. I don't have a suggestion as what to replace this skill with but I don't think it should stay.
GreatChasm: 10 second cooldown, 100(+1 per strength) aoe damage. I would increase the cooldown by 2-4 seconds.
CallofChaos: This skill brings a lot of aoe magic damage, but a 40 second cooldown is quite long. I suggest bringing the cooldown down to 25 seconds - but lowering the damage from 15(+0.5 per int) tick damage every second for 6 seconds, to 12.5(+0.25 per int). With 30 int thats 180 aoe damage to 120 but on a much shorter cooldown.
Desecration: This skill is also hard to deal with. The aoe damage is insane, but the radius is so small that it doesn't end up doing that much. However, when its combo'd with a stun, slow, or something like endlessnightmare, the damage can really add up. I think we can leave it like this for now, but I'm interested in possibly increasing the range and decreasing the damage in the future.
Last but not least, the left click damage. Without the base 15 strength a blaze rod does 50 damage. Compared to a ninja and disciple, who both have a weapon with the same attack speed, Ninja has 43 with shears and Disciple has 39. A class with this much magic damage should not be doing more than a ninja with left click as well. Imo the base left click should be decreased by ~8.
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Onto Grandmaster:
I'm not going to do the same thing I did for darkmaster, but there are a few things I want to address. @Pugglez_ put it perfectly - The class needs to sacrifice either some of its healing or some of its damage. Right now, it can outsustain everything easily and manages to deal a decent amount of damage as well. These are coming from fighting against grandmasters and as using it on test. As a sidenote, as a grandmaster I could smack darkmaster with a lot of hp/mana left.
Call of Order: To put it simply, this skill is just annoying. The extremely low cooldown in addition to the high aoe heals makes fighting this class in any situation really really annoying. The copy of this skill on Transcendent has a 20 second cooldown, which is a lot more reasonable for this high of aoe heals.
EscapeArtist: Why does it have this skill lol. No current suggestion as what to replace it with but this just doesn't really belong.
JudgmentSpike: Silence duration needs to go down to 3 seconds from 5 seconds. The cooldown could also possibly be lowered to 25 seconds from 30.
TimeReverse: Same logic as Timewarp for darkmaster, the skill logic is just all wrong. People don't actually try to use the skill for what it was made for, they just use it twice and get a 27.5% hp heal every 15 seconds. If the logic cannot be reversed as to when the heal is applied, the heal just has to go. As another note, I tried fighting a darkmaster without even using this skill and still won with 4 hearts left.
DivineRuination: An aoe blind/damage on a 10 second cooldown? This class already has a really hefty silence for a support class. I suggest just flat out removing the blind from this skill.
Left click damage: Same as Darkmaster, lower by ~8.
Other classes:
Sorcerer: Reduce Radius of Arcanestorm from 12->8. The radius would be fine if it didn't have the insane knockback applied every tick.
Blacksmith: All forge/smelt skills - Swap Warmup and Cooldown (5 Seconds - None)
Miner: All smelt skills - Swap Warmup and Cooldown (5 Seconds - None)
@Balance Team @Kainzo Read up and let me know what you think.