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Charmer rework on certain skills and other balance suggestions

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Charmer in current meta is outdated and here are my suggestions how to fix some issues there is.

 

Staff charmer is very outdated as a support class. It has good stun abilities and decent heals, but for a support class in current meta only having healing abilities is not enough. My suggestion is to rework certain buff and debuff skill that charmer has:

 

 

Otherworldly Blessing: Increases maximum health of the character or group member by P%, the maximum amount of energy – by D%, and the "Blocking" parameter – by A% if equipped with a shield, and the "Critical hit power" parameter and critical healing power – by N% if equipped with a staff for T sec. When used on an ally, the character and the ally receive H% of the skill's effect. 

 

This skill is a decent buff for pve content, but for pvp it mainly acts as a weak healing ability. To fix this i would rework the skill to increase dmg and healing instead of crit dmg and crit healing so it would be somewhat useful in pvp content too. 

 

Eye of the Darkness: Applies the "Eye of darkness" buff to the character or an ally for T sec. The effect increases physical and magical defense by P%, and the "Accuracy" parameter by D%, as well as the chance of detecting masked enemies within a radius of 10 yards

 

I have seen many people hoping that this skill could give temporary dmg reduction instead of defence. That would be reasonable adjustment to increase staff charmers survival ability, because at the moment if you get debuffed with relic of apathy you are basically dead. With this change it would maybe be possible to survive slightly longer. 

 

Some "hybrid classes" also have issue with some skills becoming useless on certain builds. I understand that on expert skills that is fine, but a basic skill becoming uselessis a huge disadvantage compared to other classes. In my opinion skill "call" should be reworked somehow so it could be used in support build too. 

My idea for this is to make call invulnerable for attacks. Like a ghost or something. Then it would wander around and apply some kind of debuff to enemy. 

My idea for the debuff is that it would slightly decrease enemys max hp and slow it down. And it would have max stacks of 3 or 5. 

 

 

Fiend of darkness branch

 

Fiend of darkness

 

Now the skill "Help of Chaos" summons the monster "Fiend of darkness". The monster has an attack range of 2 yards, has high damage and increased survivability.

 

This branch is increasing charmers dmg output on staff build while decreasing its survivability a lot, which is fine in my opinion but the amount of dmg gained feels very low for sacrificing the main source of healing for it. 

My idea to fix this is removing the dark prism from "fiend of darkness" and greatly increasing the auto attack dmg of it. That would increase the burst dmg ability for this branch and it would suit this current meta much better. 

Other idea to fix this is switching the prism of the fiend to a different skill. Some buff for the player who its applied to. For example remove 1 debuff every 5 seconds or something like that. 

 

 

 

 

 

On physical mace build you can deal huge dmg, but it can easily be countered by enemy with high aoe dmg and lifesteal, which most characters have plenty nowadays. My suggestion is to reduce received lifesteal from summon skills.(This applies to every other class summon skills too) Because in most cases these summon skills are just have any benefit for the summoner itself.   

Physical build seems very strong against "weaker players" you can literally kill a whole party in seconds with 2 taps, meanwhile in top pvp content "call" often acts as a free heal for enemy. To fix this issue the dmg output of "call" should be decreased, but increase their survivability.

 

 

 

 

  • 4 weeks later...

- Eye of darkness not single target self or friend >> aoe area like Goading skill 

- Goading skill and Eye of darkness skill area like 6 square around.

- Chaotic Assistance speed ++ atleast like minion speed while follow character.

- Summoner skill include all creature i summon while attack.

- when use Call skill dosnt clear Target monster while Attack.

 

 

 

  • 3 months later...

Charmer wears heavy armor, heals, and spawns a lot of creatures, is this normal?Please add resist skill to charmer because there is no resist skill and this is really sad for charmers.Add a lot of buffs to charmers so that 1 charmer can win the war event against hundreds of elves.I think the 5-6 creatures that the charmer summons are too few in number. It would have been better if he summoned 50-60 creatures.Charmer's heavy armor, healing skills, stun and eye skill that sees invisibles are also insufficient  :( Add barbarian and dk much more buffs so that 3 people can win the war event against all elves.The culprit for having less players on the MC side is the elves, so nerf all elf classes more and buff all mc classes more.I also feel sorry for Drown, he kills 10 players by himself and still needs a buff. Add more buffs to him and he can kill 100 players by himself.

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