June 6Jun 6 ━━━━━━━━━━━━━━━━━━━━━━ 🔹 ━━━━━━━━━━━━━━━━━━━━━━ Roaring Flame Spoiler Attacks the target and all enemies within 1 yard, dealing magic damage for C of the character's Magic Power. The primary target gains Searing for H sec, increasing the damage they take by F. Using Frostbolt on the target will also apply Stun for J sec. While stunned, the target cannot move, attack, or use skills. Skill Level 1 2 3 4 C 100% 110% 110% 135% H 6 8 10 14 F 5% 10% 15% 20% J 2.5 3 3.5 4 D 3 4 5 6 A 5 6 8 10 Skill Cost 22 24 26 28 Cooldown 22 Range 5 yards Dodge Parry Block Resistance Critical Hit Stun Effect: no Damage: yes no Effect: no Damage: yes Effect: yes Damage: no yes yes This skill is basically a aoe 2 resist check to cause a single target medium duration stun with delay launch - And it doesn't work anymore I've been pvp'ing with the same priest for ≈3 hours long on the spring event, i have 1h and a bit recorded, but the thing is that after 180 mins of incessantly skill launch, i was successful in enabling the stun effect only two times. One when he disconnected from the game and other when i hit a anvil on my basic attack. This is without anyone else interfering with my skill casting, without other talents or pets removing ally debuffs. I honestly don't remember if i have hit this on the catacombs one time, probably. Isn't about a resist check anymore, even that it hurts (we weren't buffed for the most time of the pvp, and he buffs damage against me), this ability mechanic is just negligible as it is. And on the current scenario...: - if this just caused stun instantly, at a gameplay level where people don't have all the resources to combat stun, this would be INSANE on a char that can't be stunned. - The mechanic still has its function against characters that aren't optimized, but in high level group content it almost doesn't exist. - Since the character don't have a instant stun on auto or smth, there has always 2s of window where this effect can be reacted with any skill or talent - Outside the 2 resist attribute check'in. The point is that it interacts differently on certain points of the game, and i think that the mechanic should be changed looking to not make this skill be broken or useless in some. Spoiler Stunning Purge Removes 1 control effect from the character with a chance equal to the Stun chance. This effect can only occur once per 30 sec. Stunning Endurance When the character's health drops to a percentage equal to Stun, Stunning Endurance is applied for 1.5 / 3 / 4.5 sec, granting immunity to control effects. This effect can only occur once per 30 sec. Vampire Purge Removes 1 non-control harmful effect from the character with a chance equal to Health Steal. This effect can only occur once per 30 sec. Vampire Endurance When the character's health drops to a percentage equal to Health Steal, Vampire Endurance is applied for 1.5 / 3 / 4.5 sec, granting immunity to non-control harmful effects. This effect can only occur once per 30 sec. Magic Relic of reaction Applies resistance to the character for 10 sec when the enemy resists the effect of the skill, countering the next control effect applied. Other than books, mm gears, ccombs gears, and personal characters talents and abilities that removes debuffs and control Non-stacked chars don't benefit from those and others. What do I suggest for this skill looking about all characteristics of the character: 1. Erase out completely the stunning effect and interaction with frostbolt and turn this ability a damage source instead. Roaring flame Attacks the target and all enemies within 1 yard, dealing magic damage for C of the character's Magic Power. The primary target gains Searing for H sec, increasing the damage they take by F. The primary target also receive 1.5% more damage for each 1% of life lost, from this ability. (Same dmg and debuff numbers as it is today) Very similar on how others skills that deal damage based on lost life works, numbers search cover the low % scale on the skill when in contrast with others, doesn't change much the potential of damage for massive fights and helps with the current situation of lack of damage that this character have. 2. Turn the "Searing" debuff irresistible and irremovable, reduce the duration time to 8s max lv, and reduce the damage taken increased from 20% to 10%. The most complicated I think, it would lower drastically the faction damage potential on raid events, maybe reducing the damage amplification effect only when the character is on "pvp mode" or something, but is the one that holds more the idea from the ability, making it a one resist check, without turning the frostbolt a instant stun. 3. Turn Roaring flame a instant stun ability, lower the control time to 2s and remove frostbolt interaction - Or move the stunning effect to frostbolt. Honestly, the most direct and best way on how turn mage a little better as a support character, maybe the strongest change, and the most boring one, I personally like "conditional abilities" but turning them unfeasible as it is today... I know that is not intendeed with the launch, but is how the game works with those new additions. ━━━━━━━━━━━━━━━━━━━━━━ 🔹 ━━━━━━━━━━━━━━━━━━━━━━ From here is more a chit talk from what i think!!! If you don't want to see someone's opinion don't read I'd like to discuss if you want to answer too - Personally, mage kinda needs an complete rework, the character is just not that great on high lv content, and it's going to lose even more potential overtime. - I see the idea of making mage and chief two stunless damage chars that have supportive characteristics, and chief work, cuz it's melee, make sense this char have a insane damage... But you just can't do the same on mage, from what people report, mage with 100% phantom (2x damage) is more tankable than chief, but it's not about the singular capability of the char alone, cuz being as safe as it is, dealing more damage on crowd fight would make this char insane - We also have to talk about the difficulty that mage have nowadays to apply his aoe damage, on arena you can wait the enemies to get closer, but on ccombs it's not viable, 99% of the time mage is a single target damage dealer, barb for example have a way more consistent aoe damage than mage. - I think that from now, turn mage a cc character would just be better than insist on a aoe dmg dealer nowadays, diverting his damage to be even more melee and enfasing his control capacity to pair with cloth ccombs set is the best that i can think to balance it without changing the game itself - OR JUST enabling EVERY single character to equip 2 ccomb type of set gear. Some having one and some having two, some don't making use of none... Don't seem a big problem today since only a few players have this gear set, but what about in a few months, or in some years? Just like mermen, when it drown the game, the things might be balanced aiming a situation where all players possess this gear, or what, the drop rate will be reduced to balance this under the same justification that it is a "limited resource"? - I don't like this gear set from the essence, I see the idea of emphasizing the characteristics of the chars, and like it - Dmg dealers dealing more damage, tank more tanky - but and about characters that have characteristics than aren't EXACTLY those? What you do with that? Putting a thing that completely change the characters is like: sentencing years and years of rebalancing, since the game is only balanced one time a year lol ????? At least you guys paid attention to this anniversary, I'd like to see these balance updates with smaller changes more frequently, to keep the game active more often, beyond just "same meta for 365 days and that's it" as it's being for years. Thx if you read so far, I'd like to hear other ideas as well, about other characters too. I'm not even being "greedy" cuz 'it's my char omg'(a little), it's basically what it is. Edited June 10Jun 10 by kash 1
June 25Jun 25 I think the most important changes to make are Overload and Magic Ban . Firstly, Overload is needed in conjunction with Sheaf of Lightning , whose healing is calculated based on damage, resulting in pitifully little healing. Secondly, Magic Ban has been greatly weakened, and the Barbarian and Death Knight's main damage reduction skill cannot be dispelled, rendering the skill useless. My idea is to switch between Overload and Magic Ban . 1. Magic Ban: Passive Skill : When using any skill, the character enters a magic circuit state for A seconds; when the effect stacks to 5, the character enters a chart state for 30 seconds. In the chart state, the next successful auto-attack will remove the enemy's B buff and apply a time absorption effect for C seconds, while reducing the duration of subsequent skill buffs by D seconds. Skill Level 1 2 3 4 A 15 20 25 30 B 1 1 2 2 C 7 8 10 12 D 5% 10% 15% 25% Passive Skill 2. Overload: Active Skill : Attacks the enemy, dealing A magic damage, inflicting a debuff on the enemy for B seconds, and dealing C magic damage to the character every 2 seconds. Skill Level 1 2 3 4 A 65% 75% 90% 105% B 8 10 12 14 C 30% 40% 50% 60% 2. The Sheaf of Lightning character recovers 15% of their maximum health when using Overload. Edited June 25Jun 25 by Bay
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