UPDATE FROM PATCH 3.0.268.526
I am very pleased with this update, my list have shrunk a lot. For me, balancing is going on the right direction. I am updating my list based on the recent patch. I will Copy paste the suggestions that didn’t made into the patch and comment the patched skills that I feel needing more tweaks and changes. Everything new will be colored in red. Feel free to agree, disagree and come with new ideas!
Aerotheurge
Uncanny evasion: I think this 90% dodge increase + 20% movement speed is too much for a 1 AP skill, maybe removing the movement speed could do.
Tornado: I would decrease it`s cooldown from 10 to 5.
Breathing Bubble / Mass Breathing Bubble: The patch has given these skills immunity to silence, but the actual problem persists, it is incredibly situational and blocks positive cloud effects, so I will stick to my original suggestion and make it filter the bad effects from the good ones.
Superconductor: After doing some tests I discovered that this skill chain every time it hits one enemy to another, for example, if you hit 2 enemies that are close to each other, each of them will be hit twice, and if they don’t have magical shield, they will be stunned in a single cast! That is insanely powerful. I would remove this secret effect from this skill.
Blessed Smoke Cloud: Its AOE was increased, but it still cost 2 SP, I stick to my suggestion of decreasing the cost to 1 SP.
Geomancer
Acid spores / Artillery plant: I don’t mind the change on the number of spores decreased and total damage increase, the cost problem with these skills remain. I still defend the idea of inverting the SP cost of the spores and the plant, even with the plant nerf of only shooting 1 spore it is overall a better choice than casting 3 spores for the double of the SP cost.
Hidrosophist
Arcane Stitch: It was buffed to remove several debuffs. It is very welcome, but I still don’t think it worth 3 AP, I would still make it a 2 AP skill.
Healing Tears: This one is incredibly overpower for a 1 AP, each tear restores more than the restoration skill. I would raise it to 3 AP. I wouldn’t make it for any less.
Huntsman
Assassinate: I think this is the most problematic skill on the game. for a 115% damage with 3 AP cost, it is just not Worth it, I would increase it to 175% and maintain the 50% from stealth.
Glitter Dust: On my original suggestion I didn’t have any idea to give for this skill, but I have now. Aside from the effects of the skill, marked targets would reveive 5% or 10% more damage of all sources.
Polymorth
Chicken claw: I think it is one of the most OP skills of the game. But I only would decrease it`s duration from 2 turns to 1.
Pyrokinetic
Flaming crescendo: On my original post, I asked for a buff for this skill, now I am asking for a nerf XD. I think the patch overbuffed it, by making it ignore magic armor, cost 1 AP and explode in 1 turn. I don’t know if it is a glitch, but the description of this skill displays a very low damage potential, but when it explodes, it causes about 50% more damage than a Fireball. I suggest returning it to be 2 AP, making it explode after 2 rounds and maintaining the magic armor ignore buff.
Fire whip: I think it`s range is too short, I would increase it in 2m ou 3m.
Summoning
I think 5% increase on summons stats with every point invested is way to high, leading to some insanely powerful summons later in the game. I would decrease it to 4%.
Ethereal storm: I think it is too powerful, I would remove the healing fator of this skill.
Planar Gateway: The patch reduced the AP cost entirely, but the buff went to the wrong aspect of the skill, the AP casting cost was never an issue, rather, its combat effectiveness. I will use my original post: This skill doesn’t fit anywhere on the game the way it is. There is a lot of skills on this game that make you get from point A to point B in an instant, this one not only cost 1 SP but it also cost 6 AP to use the portals in combat and the enemies can use it too! literally making it inviable combat wise. Even the teleport pyramids are a better teletransport measure, they also cost 6 AP but if you pre-set them before combat (or keep them in your pockets) you have 3 locations to teleport to and the enemies can’t use them. As a solution, make it cost 1 AP to teleport around in combat and prohibit enemies to use it, to compensate, whoever uses the portal will receive a debuff that will prevent them from using it again for 2 turns.
Warfare
Unslaught: It costs 2 SP and 4 AP, as it atacks 5 times 50% damage, we have a total of 250% damage, it only beats 2 regular atacks by 50% more damage, Very disapointing for a 2 SP skill. It could be used as a decent pre-fight burst on ideal circunstances and buffs, but I don`t think it is enough. I would change it to 60% damage per atack, giving a total of 300% damage.
Bouncing shield: I can imagine some people might throw some rocks at me here, and don`t get me wrong, I love this skill, but I think some people will agree with me that it is too powerful. It scales with the shield armor and for that it can be used by almost anyone. A shield that is supose to be a tanking equipment shouldn`t be one of the best damage skills, but I wouldn`t nerf it too much, let`s say 80% or 90% of the shield armor in damage.
Scondrel
Daggers Drawn: This skill falls on the exact same problem as Onslaught, so I will give it the same solution, make the 55% damage a 60%.
Source
Bless: this is an old request. I would remove the SP cost and increase it`s AP cost to 3. Making it not consume memory would also help a lot.
Others
Dome of Protection: It provides way too much armor regeneration on top of the 10% damage reduction on the elementals, I would drop the regeneration by 30%.
Last edited by NamelessAlias; 02/02/18 05:00 PM.