Fern wrote:I personally don't think tackling down Evoker is the way to go, mostly because from what I've seen, the sudden influx of mages have been Hexers. They've appeared to the point people expect to fight one every time. They usually have no issue building super tank, proceeding to gather large amounts of infliction, and then Menov's Fang + Etacof you to death. Normally we'd think people could just run away from the Menov's Fang, but Hexers usually have a way to catch up easily, through either Blink or some kind of movement boost from their other class.
That said, I do agree with Words of Power making Devocation lose its appeal. I'd be up for lowering its effects at max rank, as well as making Voidveil's reduction higher - not many people like using Void Assasin anymore. The reasons are because:
1. Dagger damage is relatively low compared to anyone two-handing, and running damage stacking (buffs that raise your damage by percent).
2. Voidveil is main class, and is essential to almost all of Void Assasin's arsenal, forcing people to main this class if they want to get a good use out of it at all.
3. Cutthroat requires an infliction check, when most of the aforementioned mages have loads and loads of status resist. There's also the part where said mages can just sit against the map border to protect their back, even after the Void Assasin manages to get Veil Off.
Otherwise, I think the biggest problem here is Hexer's potential. It's not overused because it's fun; it's because it's incredibly strong.
Dev had suggested an idea about making Hexer more interactive/fun rather than meta, if memory serves correctly, and I'd totally be up for that myself.
The reason I'm against a Charge Mind cooldown is because when people actually stack resists and run RES, they're basically shutting down an Evoker by dropping their damage to about 130-ish (with Charge Mind) and forcing them to rely on invocations. That they seldom get to achieve, assuming their foe has a silence that is not Absolute Fear (such as Rank 5 Black Bubble, Drown, Rank 5 Rebia, etc.)
I'd like more items that encourage different playstyles as well, however.
To note, people actually prefer running Hexer over Evoker, 7 times out of 10. The only times I've seen people prefer Evoker over it, have been when they're making either:
1. Lightning mage
2. Boxer/Evoker with Vydel
3. Kensei/Evoker with Tarnada
TL;DR - the core problem does not involve Evoker that much. It's Hexer, and Void Assasin's low potential.
While Hexer is largely an issue, I am aware that Dev brought up that it should likely be changed, so I trust that it will be handled in due time.
The core issue here is not hexer however, a hexer does not churn out enough damage to make magic defenses irrelevant, Evoker can currently do that and be safe with enough spacing, wind, lightning and fire evokers do this all marvelously with the tools they are provided.
I also think that Evoker is a bit too good as a subclass, which allows you to stack damage and DR with stuff like 1v1 and combination strike/Weathered Body, and also be able to hold a large threat radius with HSDW active, the threat radius of an evoker is severely reduced when they do not have it up.
On the topic of CM, it having a cooldown merely gives a window of opportunity for people who need to respect its damage potential, similar to wraithguard, maybe a 3 round cooldown is a good start, as steal and null shell do exist to take care of this threat as well, it costing 6m does mean its a big investment for sure.
And finally on the topic of mages preferring Hexer, I find that to be false, Fire mages are in abundance and they are pretty effective at what they do, wind mages can be solid for they have initiative and really potent damage, Lightning mages sort of explain themselves but they at least require a crit-based supplementary class, Ice Mages have their own supplement class and its Verglas, and Earth Mages can dish out pretty sustained damage in short range, while remaining tanky enough to take punishment for their range, its more like 50/50 to me, as it should be, the debate of Hexer vs Evoker is always whether you prefer Tankiness and sustained damage vs Range and Burst Damage.