01-16-2018, 06:27 PM
Fair points were made in this thread's OP, I reckon. Magic was always a type of damage that I blantly told 'It's impossible to tank, aside Evoker being super, if not hyper effective now being compared to other classes. You can't stop your enemy from becoming a Death Knight. An Enma's Summons, Vydel or Isenshi can wipe out whole teams of tanks by round 2 with technically no counterplay anymore.
We previously had Absolute Fear on Kensei, and Cutthroat on Void Assassin to halt and delay them further, or force them to sacrifice some of their HP for a Screamer use. Now? They're unstoppable thanks to that blasted feather combined with the invocation talent.
I agree with the Words of Power being nerfed to 50%. It won't be a big deal on classes that need it anyway, such as Priest. Their Devocation will have use again if this is implemented. My only worry lies on non-Mage spells, such as Papilion's Aposemagika or Shine Knighting. But this can be addressed by another separate talent, I think.
I agree with a cooldown on Charge Mind, but it shouldn't be so extensive. Remember it actually uses an extra 3 skill points to prolong it to 5 rounds, soooo... 3 rounds at most will give enough of a gap for an enemy to attack them back. I find 5 rounds a tad exaggerated for a skill that uses up an entire round to wind up.
HSDW, yes, should be Main Class only. No exceptions. It saves too much momentum, it protects the Evoker from the invocation break risk, it protects the Evoker from silence infliction to block their spells.
Pronounced Anti-Magic classes, such as Ghost and Void Assassin, should be changed to make their unique abilities or passives to survive magic be more noticeable in actual combat, not just fluff. Maybe something around making Ghost's Rebound grant a bonus of +2/+3 RES for Rising Game, and double it if Ghost is your main class, so they can really get back that 'anti-magic' feel when they're going low on HP they had on Pre-GR. And of course, Voidveil backhanding either 30% of magic damage, or (Voidveil LV)% if we're going extremes here.
I don't quite care on the items part and find it a waste of time/effort for now. Adjusting the anti-magic classes will be enough, since people can just pick them at any time they want to fight a magic user, but the 'solution' is that it doesn't comfort all playstyles. *shrug* Items would probably just overbuff them in the end of the equation, or just make pretty much everyone able to fight magic at a swap of items.
We previously had Absolute Fear on Kensei, and Cutthroat on Void Assassin to halt and delay them further, or force them to sacrifice some of their HP for a Screamer use. Now? They're unstoppable thanks to that blasted feather combined with the invocation talent.
I agree with the Words of Power being nerfed to 50%. It won't be a big deal on classes that need it anyway, such as Priest. Their Devocation will have use again if this is implemented. My only worry lies on non-Mage spells, such as Papilion's Aposemagika or Shine Knighting. But this can be addressed by another separate talent, I think.
I agree with a cooldown on Charge Mind, but it shouldn't be so extensive. Remember it actually uses an extra 3 skill points to prolong it to 5 rounds, soooo... 3 rounds at most will give enough of a gap for an enemy to attack them back. I find 5 rounds a tad exaggerated for a skill that uses up an entire round to wind up.
HSDW, yes, should be Main Class only. No exceptions. It saves too much momentum, it protects the Evoker from the invocation break risk, it protects the Evoker from silence infliction to block their spells.
Pronounced Anti-Magic classes, such as Ghost and Void Assassin, should be changed to make their unique abilities or passives to survive magic be more noticeable in actual combat, not just fluff. Maybe something around making Ghost's Rebound grant a bonus of +2/+3 RES for Rising Game, and double it if Ghost is your main class, so they can really get back that 'anti-magic' feel when they're going low on HP they had on Pre-GR. And of course, Voidveil backhanding either 30% of magic damage, or (Voidveil LV)% if we're going extremes here.
I don't quite care on the items part and find it a waste of time/effort for now. Adjusting the anti-magic classes will be enough, since people can just pick them at any time they want to fight a magic user, but the 'solution' is that it doesn't comfort all playstyles. *shrug* Items would probably just overbuff them in the end of the equation, or just make pretty much everyone able to fight magic at a swap of items.
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