Same with people who now bitch about DreadKnight. IMO DK's are now almost perfectly balanced with other classes.
I disagree entirely.
They get a long cooldown insta-half health damage ability called Harmtouch. Half of DK's abilities have too high a range and should require melee distance. I also believe Beguilers, being a half-melee-half-caster should have the highest caster health, not the 2nd lowest HP in the entire heroes build. Also, I think they need chainmail, and that Drainsoul, and decay, need to cost more mana. With armor's diminishing returns and a DK properly stocked on Insta-Health 2 potions 3 Specced/mastered classes weren't able to take a single DK down in over a 1 minute time period, also, he was able to simply sink down the to bottom of an ocean after being thoroughly destroyed by 3 specced/mastered people (zoomsz, victim130, and myself) completely used all of our mana to no avail, as he popped potion after potion being thwarted and slung side to side in a tight narrow street for nearly a minute straight.
I'm sorry but that's just bullshit. Either they need about 30% lower health and higher cooldowns and way more mana cost (since they melee hard too) or every class needs a buff to keep up with DK's. That and they need to nerf alchemy pots. JFC. I understand that he's got super high health, mitigation, and has higher DPS per mana than my class, and better melee, and better skills.
I literally have only piggify, and 3-4 fireballs, maybe a couple dispells, and I'm out. That's 60-80 hp, he's got like 110-130 HP, heals 30-40 hp from souldraining me, and deals half my 86 hp during those 3-4 soul drains, then harmtouch and 1 or 2 melee swings and I'm a goner. That's literally like a 20-30 second fight, or he can just crush my skull in while piggified in melee as I unload everything. Honestly though, my melee does what, maybe 5 damage ontop of my 60-80 fireball damage, assuming all 3-4 land?
Beguiler's true skill lie in "Crowd Control Captain" supposedly, but I don't see it unless piggify gets buffed again, we should be able to completely lock down ONE person nearly indefinately. Be able to dispel manafreeze, and purge damage over time spells from our allies, and still have some form of nice offense. I feel strongly on this which is why I suggested the Plaguebomb / Grenade like skill, my greatest hope is that it does enough damage and doesn't cost much mana to nerf our damage-per-mana output.
I still think Beguiler's need a faster mana tick rate, and lower cost/lower damage but more spammable spells. So we are more of a balanced caster. That's if buffing piggify/our cc abilities is a no go. I also believe SonicBoom should probably recieve a buff, even though I can't use it yet, I'm betting that 100% mana for a 6 second silence (1 mana tick) is
completely fucking useless as a level 55 skill, and probably has a ridiculously high cooldown.
I picture Beguiler using many low cost spells, grenades, piggify, melee, and a few fireballs to deal damage and kite people. Honestly though, with piggify having a 20-25 second cooldown and only lasting 6 seconds. Just about anyone can close the gap since half the skills in Heroes can target you at range, and to absolutely gaurentee you land spells, you have to close range on piggify, or it'll just patrol out of your line of sight/missile path. Plaguebomb help with this, since it's an aoe explosion, it should land 90% of the time, on someone that's piggified. Again though, our total DPS output can only drop someone with intermediate Health pools. Anyone with 100+ health is going to just rip us apart after our initial piggify+3x-4x fireball. Even if we try to run. We might get kited with root, icearrow, etc. and having so little HP, dispelling it will only delay the inevitable.
My main complaint is twofold, dealing with both my class, and deathknights in general, as I believe a smith/deathknight combo is too Overpowered, combined with alchemy potions that are seriously overpowered.
PS.
Harm II splash potions do about 8 hearts to just about anyone hit by it. If you can afford them, using your combos with them will kill even greek's op ass in about 2.3 seconds. Part of why I believe Alchemy's potions should be maybe something half as useful as it is right now. IE: Insta Health II might restore 6 hearts or so of HP or full HP, but they need a significant cooldown. I know this hurts unarmored people more than armored, but armored targets with high HP are just ridiculous. Deathknights should have about 90 HP if they're going to have life stealing, and insta-attacks on 15 min cooldowns that just kill anyone. Pretty stupid. Their DPS output is too high with their effective mitigation/tanking.