Alrighty, let's get the ball rolling. Balance Team
Balance Concerns:
In my opinion, there are two classes that have a large amount of balance issues right now. Disciple, and the Necromancer.
Disciples
This class has it all. It can heal, it deals damage, it can 1v1, it can teamfight. It does all of these things and does them well. The issue however is that it simply excels a bit
too well at these things, and QuiveringPalm has unfortunately pushed that over the deep end. I want to fix this.
Necromancers
This class, in my opinion, is too "free". Everything is instant cast, has a massive range, and does a large portion of damage. What's more is that it all stacks on top of each other to create unintended effects, such as slows and melee damage buffs.
In solo situations, they can completely dominate most classes by simply running around in circles, turning around, dropping a DoT, and continuing on with his business. Their immense level of DoT effects also have the adverse effect of slowing the crap out of their target, while also providing very large amounts of bonus melee damage for any allies nearby. Web also has a large contribution to this bonus.
The whole class just feels really "unfair" to anyone playing against it, and he, quite frankly, just has too much power with no real cost. I'd personally like to remove one or even two DoT effects from the class, but seeing as how we just gave them a new one, I'm not entirely sure Kainzo would be fond of the idea. So I'm keeping it simple--I just want to make him less "free/guaranteed".
Leveling Concerns:
Dreadknight and Beguiler have a really tough time leveling in the earlier levels. I suggest moving some skills around to help ease the pain a bit.
Initial Ideas / Suggestions for the Update:
So, in my opinion, the goal of this update is kind of a major one. To effectively "slow the pace of combat", we really need to change everything for everyone. I don't mean to say their entire skillset should be reworked, but a very large portion of each classes skills need to be tweaked in some manner in order to accomplish the desired goal. I also thing this is a good opportunity to add in some re-balancing for the previously mentioned classes.
As Kainzo stated, increasing cast ranges and cast times are the primary goal here, but I think that changing certain skills that were previously instant cast to warmup abilities is also a good idea.
I'd like to state that these are by no means perfect numbers. I'm estimating for most of them, and cannot state with certaintity that they will be exactly what we need. Ultimately, I would love to see these placed on test and then given ample time to playtest the changes. The easiest way to ensure that we are achieving our goal is to experience it for ourselves.
GLOBAL
Increase global cooldown of all abilities from 1000ms (1 second) to 1500ms (1.5 seconds).
Caster
Fireball:
Add a warmup time of 0.5 seconds.
Beguiler
Plague Bomb:
Increase cooldown to 13 seconds.
Necromancer
Drainsoul:
Add a warmup time of 0.5 seconds.
Battery:
Remove or rework this ability.
Web:
Remove the warmup on this ability.
Poison:
Add a warmup time of 0.5 seconds.
Blight:
Add a warmup time of 0.5 seconds.
Plague:
Add a warmup time of 1 second.
Despair:
Increase warmup by 1 second.
Reduce range by 1 block.
Currently, this skill does not actually get "used" unless a target is found.
Remove this check, and allow it to be "wasted" if the class does not hit a player with this skill.
DarkRitual:
Increase mana gained from 15 to 25.
HarmShield:
Increase warmup by 0.5 seconds.
Pyromancer
Inferno:
Increase warmup by 0.5 seconds.
Currently, this skill does not actually get "used" unless a target is found.
Remove this check, and allow it to be "wasted" if the class does not hit a player with this skill.
Wizard
Icebolt:
Add a warmup time of 0.5 seconds.
Bolt:
Increase cast time by 0.5 seconds.
Increase range by 1 block.
Megabolt:
Increase cast time by 1.5 seconds.
Increase range by 2 blocks.
Arcane Blast:
Add reagent cost of 5 gunpowder.
Decrease damage from 300 to 275.
Bard
Envenom:
Remove this ability.
VoidSong:
Currently, this skill does not actually get "used" unless a target is found.
Remove this check, and allow it to be "wasted" if the class does not hit a player with this skill.
Disciple
DivineWord:
Remove this ability. (Already been done I think?)
ForcePush:
Increase cooldown to 10 seconds.
Increase manacost from 10 to 15.
ForcePull:
Increase cooldown to 10 seconds.
Increase manacost from 10 to 15.
QuiveringPalm:
Rework this ability to be as initially described. (Debuff)
Add warmup of 0.5 seconds.
Runeblade
Reduce Mana Regeneration per tick from 14 to 12.
Add new warmup ability. (Not yet decided)
Runeword:
Add a warmup time of 1 second.
Increase range by 2 blocks.
Ranger
Ice Arrow:
Decrease slow from Slowness III to Slowness II.
Increase duration by 3 seconds.
Samurai
AsuraSlash:
Increase the damage dealt to the Samurai by 40.
Paladin
Reckoning:
Currently, this skill does not actually get "used" unless a target is found.
Remove this check, and allow it to be "wasted" if the class does not hit a player with this skill.
Dreadknight
Shadowstep:
Increase range to 7 blocks.
Dragoon
LunarLance:
Add warmup time of 0.5 seconds.
Add a mana cost of 35.
Increase range by 2 blocks.
Increase cooldown to 10 seconds.
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That's all I've got for now. I'm curious of what the rest of the team thinks, and if they have anything to add. I think several melee classes should probably have their left click damage toned down as well, but I honestly cannot give accurate numbers without first experiencing these proposed changes in action.