Does Bard really need a block nerf range for HealingChorus? They already have a stam/mana issue even with mana/battle song. Using HealingChorus hurts the amount of support/damage skills that Bard dish out already.
I'd have to agree with this.
The range decrease isn't going to stop bards from using HealingChorus--it's still a great skill. However, I just don't think that that they should be able to "freely" heal their entire party without first taking positioning into account.
The goal was to reduce the effectiveness of instant cast AoE heals. It isn't that big of a deal when you have one of the relevant classes in the party, but when you start stacking multiples of them, I think the AoE heal spam is a bit absurd. It's instant, it's unstoppable, and it essentially makes a large amount of class skills completely worthless (Samurai DoTs, Pyromancer Fire/Withering, Necromancer DoTs, all class slows, and possibly stuns?)
Chakra is a very imbalanced skill by nature, and HealingChorus isn't far off. I'm hoping to address these issues without completely destroying the skill.
The issue with AoE heals is currently much more noticeable with Chakra in comparison to HealingChorus, but the reality is still the same. They are both AoE, instant cast heals that purge harmful effects. They are
very powerful abilities. I'll revert the change for now, but I think it's important to keep an eye on it--no class should be able to support their team in such a powerful manner without paying any attention to their positioning.
I finally got around to reading Eldrylars's post on healers, and pushed through some changes to test based on his suggestions. Granted, I did not necessarily agree with everything, and thus have not pushed through all of the suggestions, but a good portion of them are here.
Code:
Changelog:
Casters/Healers:
Scan will no longer target the caster.
Wizard:
Root now actually roots the target in place.
ArcaneBlast now takes 5 Gunpowder to cast.
Pyromancer:
Increased maximum mana pool by 0.1 per level.
Increased mana regeneration to 9 (from 7).
Increase velocity of ChaosOrb to 0.4 (from 0.3).
Increased range of Inferno to 8 (from 6).
Decrease duration of Inferno fire-tick to 10 seconds (from 12).
You can no longer spam Inferno until you hit a target. (It will put the ability on cooldown even if you do not hit a target.)
Necromancer:
Reduced tick damage on Decay to 60 (from 68).
Reduced tick damage on Blight to 53 (from 60).
Increase mana gain on Dark Ritual to 30 (from 15).
Increase mana transfer of Battery to 35 (from 20).
You can no longer spam Despair until you hit a target. (It will put the ability on cooldown even if you do not hit a target.)
Added a 0.5 second warmup to Poison.
Added a 1 second warmup to Plague.
Added 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:
Moved a few skills around to make leveling / fighting at low levels a smoother experience.
PlagueBomb damage reduced to 210 (from 235).
You can no longer spam MassPiggify until you hit a target. (It will put the ability on cooldown even if you do not hit a target.)
Rogue/Ninja/Bard:
Fixed Envenom proccing on itself. It now only procs on sword attacks.
Improved Envenom tooltip to be more accurate.
Ninja:
Moved a few skills around to make leveling / fighting at low levels a smoother experience.
Blackjack no sends messages to the global chat. (It is now silent, similar to Sneak and Fade).
Runeblade:
Altered all Rune tooltips to be more descriptive.
Runes no longer work on targets that cannot be damaged (such as party members or players within NO-PVP zones).
Removed weapon dependencies on all rune abilities so that players can still use item-binds if they desire.
Runes now play sounds when activated! :O~
Rune Application internal cooldown is now unique to the specific target, rather than unique to the Runeblade player himself.
Re-added the 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 as before.)
Runeword range has been increased to 10 blocks (from 8).
Runeword now has a 0.5 second warmup.
Fixed text color for Runeword expire text.
Increased ToxicRune duration to 9 seconds (from 6).
Decreased ToxicRune Tick Damage to 20 (from 30).
(Overall damage is unchanged, but is more spread out now.)
IceRune cooldown reduced to 8 seconds (from 10).
The mana costs and regeneration values for Runeblade have been overhauled to be closer to the other classes
Reduced maximum mana pool size by 0.2 per level.
Reduced mana regeneration to 10 (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).
Samurai:
Removed Strike ability.
Increased stamina cost of AsuraSlash to 6 (from 4).
Increased mana cost of AsuraSlash to 35 (from 10).
Increased damage of Disgrace to 66 per tick (from 50). Total damage is now 198.
Decrease stamina cost of MortalWound to 6 (from 8).
Dragoon:
LunarLance now works on monsters.
Increased cooldown on LunarLance to 11 seconds (from 8).
Increased mana cost on LunarLance to 20 (from 5).
Decreased stamina cost of Impale to 6 (from 8).
Dreadknight:
Moved a few skills around to make leveling / fighting at low levels a smoother experience.
Increased Mana gain per level to 0.6 (from 0.5).
Increased Mana regeneration per tick to 7 (from 5).
Reduced tick damage on Decay to 60 (from 68).
Shadowstep no longer works on Party members.
Increased range of Shadowstep to 8 blocks (from 5).
Increased stamina cost of Shadowstep to 5 (from 3).
Increased range of Harrow to 4 blocks (from 3.25).
Paladin:
Increased cooldown on ShieldReflect to 12 seconds.
Increased stamina cost on ShieldReflect to 5 (from 3).
While using ShieldReflect, you no longer reflect attacks if you do not have a door in your hand.
You can no longer spam Reckoning until you hit a target. (It will put the ability on cooldown even if you do not hit a target.)
Dragoon:
Increased knockback power of Tremor to 2.8 (from 2.5).
Decreased stamina cost of tremor to 8 (from 10).
Cleric:
Added a 0.5 second warmup to Smite.
Decreased damage of Athema to 145 (from 152).
Decreased warmup time of Athema to 3 seconds (from 4).
Increased range of Athema to 10 (from 9).
Increased mana cost of GroupHeal to 30 (from 25).
Increased healing of GroupHeal to 240 (from 210).
Increased Warmup of GroupHeal to 1.5 seconds (from 1).
Decreased Warmup of FullHeal to 4 seconds (from 5).
Mystic:
Root now actually roots the target in place.
Added skill: Might at level 40.
Reduced melee damage increase of Might to 20% (from 25%).
Reduced mana cost of Bolt to 24 (from 40).
Reduced healing of Soothe to 130 (from 150).
Increased manacost of Soothe to 7 (from 5).
Increased cooldown of Soothe to 4 seconds (from 1).
Decreased warmup of Chlorobon to 2.5 seconds (from 3).
Decreased healing of Chlorobon to 200 (from 250).
BloodMage:
The BloodMage class has recieved a large overhaul of all damage/cost/heal numbers. This was done to attempt to make it more "BloodMage" like.
These numbers are not perfect, but have been playtested enough to be "relatively" balanced.
Increased mana cost of DrainSoul to 10 (from 5).
Decreased base damage of DrainSoul to 95 (from 110).
Increased health return of DrainSoul to 110% (from 77%).
Added a 0.5 second delay to DrainSoul.
Reduced radius of BloodBond to 12 (from 20).
Increased mana cost to 10 (from 5).
Increased mana cost per tick to 10 (from 8).
Increased HealthCost of BloodBond to 25 (from 10).
Increased Healing Percent of BloodBond to 50% (from 25%).
Increased tick damage of BoilBlood to 33 (from 25).
Reduced final damage of BoilBlood to 125 (from 150).
(Overall damage of BoilBlood is unchanged).
Increased mana cost of BoilBlood to 30 (from 5).
Decreased health cost of BoilBlood to 90 (from 110).
Reduced cooldown of BoilBlood to 16 seconds (from 20).
Increased mana cost of SoulLeech to 25 (from 10).
Increased Tick Damage of SoulLeech to 55 (from 45).
Reduced duration of Constrict to 5 seconds (from 7).
Reduced cooldown of Constrict to 16 seconds (from 20).
Increased Health Cost of Silence to 60 (from 50).
Reduced cooldown of Silence to 13 seconds (from 15).
Increased mana cost of StealEssence to 20 (from 3).
Reduced health cost of StealEssence to 50 (from 75).
Increased warmup of Infusion to 1.5 seconds (from 1).
Increased cooldown of Infusion to 6 seconds (from 3).
Added a health cost of 45 to Infusion.
Reduced healing of Infusion to 90 (from 150).
Infusion is now usable in combat.
Increased warmup of BloodGift to 2 seconds (from 1.5).
Increased mana cost of BloodGift to 35 (from 25).
Reduced healing of BloodGift to 160 (from 250).
Reduced health cost of BloodGift to 85 (from 100).
Reduced warmup of BloodGift to 1.5 seconds (from 2).
Reduced mana gain from Transfuse to 25 (from 30).
Reduced health cost of Transfuse to 90 (from 100).
Increased mana cost of Awaken to 50 (from 5).
Increased health cost of Awaken to 150 (from 110).
Disciple:
Reduced damage of IronFist to 82 (from 102).
Reduced silence duration of FlyingKick to 2 seconds (from 4).
Reduced range of Chakra to 6 blocks (from 10).
Reduced debuffs removed by Chakra to 2 (from ALL).
Rework QuiveringPalm.
New Ability Description: Strike your target with a Quivering Palm dealing 50 damage and weakenining the target, causing them to take 20% increased melee damage for 2 seconds.