Balance Team
So, last night I pushed through the health changes for us to experiment with. The change was simple--a 25% increase to each of the class's health pools. Everything was good to go for testing.
The balance team members that were around at the time hopped on, and we started experimenting. Not all members of the team were able to participate, (mostly because I was busy today and didn't make a post about it sooner) but we got a lot of other players from other towns on to help test things out, and had a few clusterfuck murderfests. The plan here was to test the waters and see what we needed to change over the next 2 days to get things running smoothly.
That
was the plan anyways. However, the effects of the health increase were much more drastic than originally intended. The result was complete destruction of all class Balance. It was, to put it simply, total madness. Fights were indeed longer, but Herocraft as we knew it ceased to exist. Class counters, teamfight roles, class weaknesses, it was all thrown out the window.
On one hand, the longer fights were a little more enjoyable, but on the other, everything had become totally distorted and imbalanced. Some melee classes were having issues performing against other classes it could previously beat, casters had varying levels of mana and health issues, healers weren't quite working right, and it was just, in general, a mess. It was a mere 25% health increase, but somehow it had changed everything--and not in a good way.
While we agreed it would be possible to re-balance everything from scratch with the new numbers, we also agreed that it just wasn't feasible to do so in such a short time frame. We all concluded that it would take far more than the 2 days we have remaining to properly re-balance the classes with these health values in place.
Because of this,
I have reverted the health changes to their previous numbers. For now, I suggest that we instead focus on balancing the classes based on their current health values. Our goal is still to lower combat time, but we should do so through other means.
Last night's testing also revealed something to me. While many of the Herocraft fights are really short, it's due to a few select abilities / attack damages that this is the case. By simply scaling down the effectiveness of these more powerful aspects, we can still achieve our goal. Kainzo originally wished for health increases over nerfs, but I believe that that is a much longer road that isn't quite worth the effort right now. Naturally, warmup increases / range increases are going to factor into this, but we will need to do a bit more than just that.
Here are the
current changes that have been applied to the test server. I will EDIT this post as changes are made. If you wish to see a change made, post it in this thread with the reasoning and we'll see if it's worth pushing to test. (Keep in mind that the below changes are
not finalized, and must still pass through Kainzo before being pushed to the live server.)
Code:
Casters/Healers:
Scan will no longer target the caster.
Rogue:
Fixed Envenom proccing on itself. It now only procs on sword attacks.
Improved Envenom tooltip to be more accurate.
Runeblade:
Fixed tooltip color on Runeword curse usage.
Altered tooltip for all runes to be more descriptive.
Removed weapon dependencies on all abilities so that players can still use item-binds if they desire.
Altered internal cooldown to be unique to each target rather than unique to the Runeblade Player himself.
Re-added Scan ability.
Duskblade damage reduced to 100 (from 120).
Duskblade health multiplier changed to 0.9 from 0.75. (Overall healing value remains the same.)
IceRune no longer interrupts skills when applied.
IceRune no longer deals damage.
IceRune cooldown reduced to 8 seconds (from 10).
Runeword range has been increased to 10 blocks (from 8).
Runeword now has a 1 second warmup.
The mana costs and regeneration values for Runeblade have been overhauled to be closer to the other classes
Reduced maximum mana pool size by 0.1 per level.
Reduced mana regeneration to 9 (from 14).
Lower mana cost of ToxicRune to 15 (from 20).
Lower mana cost of FireRune to 20 (from 25).
Lower mana cost of IceRune to 15 (from 30).
Lower mana cost of VoidRune to 25 (from 30).
Pyromancer:
Increase maximum mana pool by 0.1 per level.
Increase mana regeneration to 10 (from 7).
You can no longer spam Inferno until you hit a target. (It will put the ability on cooldown if you miss your target.)
Necromancer:
Increase mana gain on Dark Ritual to 30 (from 15).
You can no longer spam Despair until you hit a target. (It will put the ability on cooldown if you miss your target.)
Add a 0.5 second warmup to Poison.
Add a 1 second warmup to Plague.
Add a 1 second warmup to Blight.
Corrected warmup on Harmshield to be 0.5 seconds.
Removed the warmup from Web.
Removed the warmup from DarkRitual.
Beguiler:
PlagueBomb cooldown increased to 13 seconds (from 10).
You can no longer spam MassPiggify until you hit a target. (It will put the ability on cooldown if you miss your target.)
Samurai:
Increase stamina cost of AsuraSlash to 8 (from 4).
Decrease stamina cost of MortalWound to 6 (from 8).
Dragoon:
LunarLance now works on monsters.
Increase cooldown on LunarLance to 12 seconds (from 8).
Increase mana cost on LunarLance to 20 (from 5).
Increase stamina cost on LunarLance to 6 (from 5).
Dreadknight:
Fixed exploit with Shadowstep.
Increase range of Shadowstep to 7 blocks (from 5).
Increase range of Harrow to 4 blocks (from 3.25).
Paladin:
Increase cooldown on ShieldReflect to 12 seconds.
Increase stamina cost on ShieldReflect to 5 (from 3).
You can no longer spam Reckoning until you hit a target. (It will put the ability on cooldown if you miss your target.)
Disciple:
Rework QuiveringPalm.
New ability does physical damage and adds a debuff to the target. Debuff lasts 6 seconds, and increases melee damage by 25%.
Reduce range of Chakra to 5 blocks (from 10).
Changes that are planned but not yet pushed to test:
Code:
Wizards:
Longer warmups, farther ranges.
Pyromancer:
Increase warmup on Inferno maybe?
Runeblade:
Increase FireRune cooldown maybe?
Disciple:
Rework QuiveringPalm.
New ability does physical damage and adds a debuff to the target. Debuff lasts 6 seconds, and increases melee damage by 25%.
Wizard:
Fix Root.
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There's a lot more work that could be done with healers, and when I get around to do, I'll be going over Eldrylars's healer post to hopefully address some of the issues. However, I do want to state that a large overhaul of the healer role is not a goal for this next update, so a large amount of changes to healers is unlikely.