AzenYumCha
Legacy Supporter 6
- Joined
- Jul 2, 2011
As some people who currently play Herocraft know, the Caster class has experienced some additive components onto skills. Some of these skills have been modified to be balanced out. However, the additional addons have affected the Caster Specs quite substantially; making them really powerful or extremely weak.
Before I go onto the casters in general, I would like to set a suggestion/complaint to the following skills:
Drainsoul: There has been several changes to this skill. The first initial damage of this skill was 10hp and the healing points were 5hp. Then a few patches later, it was escalated to inflicting 17hp and healing 8hp. Now, the recent update has reverted the damage back to it's original state. I would like to ask, why and how this was necessary.
Bolt and Megabolt: These skills are very strong, but are limited due to their cooldowns. The recent update has made these skills require the use of Gunpowder. Honestly, high melee DPS classes can deal that many damage in under 5 seconds without cooldown nor reagant (with the exception of needing the sword). Once again, why was this a good idea?
DoT's (Decay, Soulleech, Plague): These DoT's somewhat stand out very well in the community of Herocraft. They are quite strong if used at the right time and on the right person. However, from a large decrease in damage per ticks, this change has affected the Necromancer and DK a lot. Seeing as that Decay is doing 1hp per second, Plague doing .76 hp per second and Soulleech doing 0.5 per second; seems like blasphemy to me. You know the deal, Why?
Okay, my primary point:
Casters:
Casters had been very OP at the start, especially the Geomancer and the Wizard. They were toned down a few weeks after they were recognised by the community they were OP. The change in fireball had affected Casters in general and it seemed reasonable why they were nerfed. After this, the popularity of the Caster slightly decreased because the WARRIOR class became a hit due to many players somewhat reigning through the specs. NOW, casters have experienced a set of additive changes that have affected them quite a lot. Fireball now does 10hp, 2hp/tick out of 4 and requires you to 'aim and hope for the best'. Health-leeching moves have also been nerfed (with the exception of Mortal Wound, which is extremely odd). Now, the demand of reagants needed for skills (especially Necromancer; needing String, Zombie Flesh and Spider Eye | Wizard; needing Gunpowder, Bone/Cookie, large quantity of Redstone and Book) is affecting the casters quite a lot.
In conclusion, I would to like to find out why these changes happened and I would like to suggest an adjustment to the skills for Casters in general.
My opinion might be biased, but hopefully you understand my reasoning. Opinions would be grand! I'd like to know as much from the community.
Thanks,
| AzenYumCha |
Before I go onto the casters in general, I would like to set a suggestion/complaint to the following skills:
Drainsoul: There has been several changes to this skill. The first initial damage of this skill was 10hp and the healing points were 5hp. Then a few patches later, it was escalated to inflicting 17hp and healing 8hp. Now, the recent update has reverted the damage back to it's original state. I would like to ask, why and how this was necessary.
Bolt and Megabolt: These skills are very strong, but are limited due to their cooldowns. The recent update has made these skills require the use of Gunpowder. Honestly, high melee DPS classes can deal that many damage in under 5 seconds without cooldown nor reagant (with the exception of needing the sword). Once again, why was this a good idea?
DoT's (Decay, Soulleech, Plague): These DoT's somewhat stand out very well in the community of Herocraft. They are quite strong if used at the right time and on the right person. However, from a large decrease in damage per ticks, this change has affected the Necromancer and DK a lot. Seeing as that Decay is doing 1hp per second, Plague doing .76 hp per second and Soulleech doing 0.5 per second; seems like blasphemy to me. You know the deal, Why?
Okay, my primary point:
Casters:
Casters had been very OP at the start, especially the Geomancer and the Wizard. They were toned down a few weeks after they were recognised by the community they were OP. The change in fireball had affected Casters in general and it seemed reasonable why they were nerfed. After this, the popularity of the Caster slightly decreased because the WARRIOR class became a hit due to many players somewhat reigning through the specs. NOW, casters have experienced a set of additive changes that have affected them quite a lot. Fireball now does 10hp, 2hp/tick out of 4 and requires you to 'aim and hope for the best'. Health-leeching moves have also been nerfed (with the exception of Mortal Wound, which is extremely odd). Now, the demand of reagants needed for skills (especially Necromancer; needing String, Zombie Flesh and Spider Eye | Wizard; needing Gunpowder, Bone/Cookie, large quantity of Redstone and Book) is affecting the casters quite a lot.
In conclusion, I would to like to find out why these changes happened and I would like to suggest an adjustment to the skills for Casters in general.
My opinion might be biased, but hopefully you understand my reasoning. Opinions would be grand! I'd like to know as much from the community.
Thanks,
| AzenYumCha |