MincMincMinc wrote: »Also no, they wouldnt be overloaded as skills because there are no slotting passives unlike something like a warden skill giving the bonus of 20% recovery and 5% crit damage and a heal and ult gen.
MincMincMinc wrote: »Also no, they wouldnt be overloaded as skills because there are no slotting passives unlike something like a warden skill giving the bonus of 20% recovery and 5% crit damage and a heal and ult gen.
Sorc skills and passives are underloaded compared to the other classes. Now that ward and max mag builds in general are nerfed, no need for further downgrades. In fact, both Dark Magic and Daedric Summoning need fairly big buffs. P
The change to Blood Magic, for example, should be 10% weapon/spell damage for example so that it synergizes with either of the other skill lines, not just the pet line.
MincMincMinc wrote: »Also no, they wouldnt be overloaded as skills because there are no slotting passives unlike something like a warden skill giving the bonus of 20% recovery and 5% crit damage and a heal and ult gen.
Sorc skills and passives are underloaded compared to the other classes. Now that ward and max mag builds in general are nerfed, no need for further downgrades. In fact, both Dark Magic and Daedric Summoning need fairly big buffs. P
The change to Blood Magic, for example, should be 10% weapon/spell damage for example so that it synergizes with either of the other skill lines, not just the pet line.
silky_soft wrote: »No one cares about its damage. It's the unblockable stun, radius of the stun area and the length of the teleport that make it problem. The fact you can chain it together to make you go faster then sprint cap is broken.
MincMincMinc wrote: »silky_soft wrote: »No one cares about its damage. It's the unblockable stun, radius of the stun area and the length of the teleport that make it problem. The fact you can chain it together to make you go faster then sprint cap is broken.
- The damage should be removed its a pointless aoe tick in 99% of builds. I can only think of maybe unleashed builds that would use the damage.
- BOL should have the stun at the starting location like it was supposed to for escaping dogpiles
- Streak should have the stun at the end only 5m radius skillshot as it was intended for engaging
- The length of the teleport and cost structure loses to sprint, regardless of that the intended counterplay is gap closers. However players these days who are now at 170% average run speed simply don't use gapclosers because with the power crept speed they might as well just slot another power crept """"Active""""" skill that is only chosen for the passives. Choosing to not run counterplay in 2025 and still complain is not a reason to remove an entire playstyle. No different than saying "I dont run invis detect, we should remove cloak from the game"
MincMincMinc wrote: »silky_soft wrote: »No one cares about its damage. It's the unblockable stun, radius of the stun area and the length of the teleport that make it problem. The fact you can chain it together to make you go faster then sprint cap is broken.
- The damage should be removed its a pointless aoe tick in 99% of builds. I can only think of maybe unleashed builds that would use the damage.
- BOL should have the stun at the starting location like it was supposed to for escaping dogpiles
- Streak should have the stun at the end only 5m radius skillshot as it was intended for engaging
- The length of the teleport and cost structure loses to sprint, regardless of that the intended counterplay is gap closers. However players these days who are now at 170% average run speed simply don't use gapclosers because with the power crept speed they might as well just slot another power crept """"Active""""" skill that is only chosen for the passives. Choosing to not run counterplay in 2025 and still complain is not a reason to remove an entire playstyle. No different than saying "I dont run invis detect, we should remove cloak from the game"
I think this is a good way of addressing the central issues of Streak and a solution that is still respecting the concept of the skill, on both morphs. I have proposed far softer adjustments in the past but I am ready to sign off on this any day. Unavoidable CC has rarely ever felt more oppressive than in this meta, and such abilities should not hold so much utility or tie into a burst so formidably.