Licksterboy
Legacy Supporter 3
- Joined
- Jul 16, 2012
- Location
- USA
I agree, especially on the disciple changes, as a bloodmage I can almost never land my boilblood with out getting tossed around to 2 hearts.Sounds good.
I have a few more suggested changes after playtesting through the night (and morning >.>).
ArcaneBlast (Wizard):
Add reagent cost: 1 Ender PearlDecrease block range by 1 block
Forcepush (Disciple)
Increase cooldown by 7 seconds.
Forcepull (Disciple)
Increase cooldown by 7 seconds.
QuiveringPalm (Disciple):
Remove until further notice. I'm not really sure I can re-code this one, and the current implementation is too strong for the class.
ShieldReflect (Paladin):
Increase cooldown by 2 seconds.Duskblade (Runeblade):
Reduce damage by 10. (120 damage -> 110 damage)(The healing amount should stay the same)
I know the Disciple stuff sounds a bit extreme, but the class is very strong right now. The proposed changes prevent him from being able to have so much control over a fight.
Furthermore, arcaneblast currently deals 300 damage. That is A LOT of damage since wizard already has two nukes. (Bolt) Is it really necessary that they can kill classes with a small hp pool with just one round of skills?