ATM situation isn't so good in my being opinion. So, below I list some of spells/skills which I think should be revamped/reworked/tweaked
ps. sorry for some english mistakes
General Background:
aoe will kill this game in core. Will make it bored and no fun.
sorcs and dk should be nerfed, especially dk. DK tactics - put aoe, push block, get profit.
sorcs pets should be fixed to be more usable in veteran content
Disbalanced/OP abilities:
- Bolt escape -> any morphs. Too overpowered. 6-8 times in a row - easy. It is very big distance. Also aoe, cc or good protection in box.
Situation: bat swarm + empreror + bolt escape = kill raid and escape for hundreds meters in 2 seconds...
Fix: make it like it was in beta - increased cost for X second after cast or add 0.X seconds cast time.
- Surge -> Critical surge. Too overpowered. 50% crit chance can get any players. Average crit damage is 100 with light attacks...
Situation: no comments. take physical aoe and become god mode Rambo.
Fix: make it less duration or give a chance on hit to get healed. dunno, but 100% chance on any crit - abit OP.
- Dragon blood -> any morphs, especially Green dragon blood. Too overpowered. Half HP - ok, use it and get 100% HP pool. Low HP - even better. Big problem - spammable.
Situation: bat swarm + empreror + bolt escape = kill raid and escape for hundreds meters in 2 seconds...
Fix: make it like it was in beta - increased cost for X second after cast or add 0.X seconds cast time.
- Bash. Pain in ass in pvp. Tanks can make it almost no cost. Huge damage with fast attack speed under full immunity to any controll and damage...grac
Situation: DK - charge, root, put on 2-3 dots, block UP, bash to the end...
Fix: look at next point below or increase next bash in X seconds by Y%
- Block. Also problem in pvp. With bash it worked like charm...
Situation: DK - charge, root, put on 2-3 dots, block UP, bash to the end...
Fix: remake block, so it drain stamina each second while block is UP. So also should be remaked stamina cost of success blocking (decreased)
- Dark Talons + any mophs. Too OP root. Probably coz 8m radius and no immun on rooting effects after roll dodge (+ 1 roll dodge will not give you 8m escape)
Fix: make root as standart CC, so there will be 3-4 sec immun after you break this or after effect end (like stun, etc)
- Bat swarm -> Devouring Swarm. No comments. Every1 see this *** on pvp, especially with DK or sorc empreror.
Fix: add dminishing returns on additional hit from tick after X targets. Or add deminishing return on healing from this.
Gimped abilities:
- Snipe -> any morphs. Too useless. Too big casting time, too low damage, too hard to use since it works only on distance. Useless in PVE.
Situation: In stealth, get target, and fail to cast due the foregoing reasons. 50% chance I can't casts it coz some factors. Also, no point to use it after fight is started.
Fix: decrease cast time, increase damage
Some bugs:
(special thx to
@MrBeneos since I fully agree)
NB Class Abilities and Passives:
Assassination:
- Death Stroke <Incapacitating Strike> and <Soul Harvest> On occasion the animation will happen however the ability is not actually triggered.
- Assassin’s Blade <Killer’s Blade> and <Impale> – On occasion the animation will happen however the ability is not actually triggered.
- Teleport Strike <Ambush> – On occasion the animation will happen however the ability is not actually triggered.
- Haste <Focused Attacks> and <Incapacitate> – The attack speed increase of 30% doesn’t affect any weapons.
- Mark Target <Piercing Mark> and <Reaper’s Mark> – The ignore 75% of target’s Armour and Spell Resistance doesn’t appear to work.
- Mark Target <Reaper’s Mark> – The gain damage bonus effect does not appear to work.
- Mark Target <Piercing Mark> – Allows you to see and attack targets who are sneaking however not targets that are invisible currently.
- Pressure Points <Passive> – It currently gives .3% instead of 3% crit at level 2 for each Assassination ability slotted.
- Pressure Points <Passive> – it is incorrectly giving 2% crit no matter how many assassin abilities are slotted.
Shadow:
- Shadow Cloak <Shadowy Disguise> – Approximately 25% of the time this ability does not trigger any of its effects.
- Shadow Cloak <Shadowy Disguise> and <Dark Cloak> – On occasion you wont visually be invisible but you are to the mobs.
- Shadow Cloak <Shadowy Disguise> – When utilising this ability with low resources you will instantly be removed from stealth.
- Shadow Cloak <Shadowy Disguise> and <Dark Cloak> – Your character becomes invisible however enemy players can see particle effects and thus be able to locate your player.
- Shadow Cloak <Dark Cloak> – Does not remove bleed debuffs from npc or player sourced specific ones mentioned are Axe, Twin Slashes, Cleave.
- Teleport Strike <Lotus Fan> and <Ambush> – Often when using Teleport strike it will have adverse effects to your FPS.
- Teleport Strike <Ambush> – On occasion the animation will happen however the ability is not actually triggered.
- Veiled Strike <Concealed Weapon> – The 22% movement speed in stealth while slotted effect appears to suffer the dreaded “Once you’ve died you need to re-log or zone to rectify the issue”. Workaround: If you re-log or change zones it will force the passive effect to work again.
- Veiled Strike <Surprise Attack> and <Concealed Weapon> – Often the animation and stun effect will occur but no damage is done to the enemy.
- Path of Darkness <Twisting Path> and <Refreshing Path> – This ability appears to be affected by terrain, the magicka cost is spent however the ability does not trigger.
- Path of Darkness <Refreshing Path> – Sometimes heals more than once per second, it has been document to happen anywhere up to 5 times per second on occasion.
- Aspect of Terror <Mass Hysteria> and <Manifestation of Terror> – The base fear effect of 2 nearby enemies doesn’t appear to last the suggested 4 seconds all the time. It is often between 1.5 – 4 seconds.
- Summon Shade <Dark Shades> and <Shadow Image> – The Shadow Image often stops attacking once the initial target it was cast on dies.
- Shadow Barrier <Passive> – Doesn’t properly increase your Armor when coming out of Stealth or Invisibility for 4 seconds.
Siphoning:
- Strife <Funnel Health> – On occasion can heal more than the suggested 2 ally players and sometimes it doesn’t apply to anyone including the player.
- Strife <Funnel Health> – Doesn’t appear to be healing allies for the actual amount it should be, inconsistent heal effects.
- Strife <Funnel Health> and <Swallow Soul> – Due to the ranged nature of this spell the projectile often takes several seconds to land on the intended target (even if in melee range).
- Strife <Funnel Health> and <Swallow Soul> – Often once cast if the player was to turn away from the enemy target this ability will not do any damage to the intended enemy. (Nearly like it should be a channel from previous games)
- Cripple <Debilitate> and <Crippling Grasp> – The dot effect of this ability does not work on mobs that are immune to snare effects.
- Agony <Prolonged Suffering> – The added effect of this morph is meant to deal extra damage and this doesn’t work.
- Siphoning Strikes <Leeching Strike> – Only gives an extra 2.4% health instead of the expected 4%.
- Drain Power <Sap Essence> – The healing attribute of this morph is only increased by a maximum of 20% currently which is equal to one mob.
- Drain Power <Sap Essence> – Is unable to perform a critical strike for both the damage and healing component of this ability.
- Drain Power <Sap Essence> – Will not cast the heal effect unless the enemy is being damaged.
- Magicka Flood <Passive> – Gives 8% max magicka at level 2 per siphoning ability that is slotted. This passive doesn’t detect Strife or Soul Shred but does detect <Funnel Health> a morph to Strife.
- Siphoning Strikes <Siphoning Attacks> - Do not triggering on some attacks like Drain Power and any of it morphs like probably alot of other damage skills/spells
Weapon Abilities and passives:
Dual Wield:
- Flurry <Rapid Strikes> and <Blinding Flurry> – Occasionally has an issue where the animation is trigger and you are locked in combat however the ability performs no damage. Workaround: To force Flurry to cancel its animation you should open your character info screen, the default key for this “c”.
- Flurry < Rapid Strikes> – Does not appear to increase your attack speed. (Similar bug to haste maybe, all attack speed increase abilities are broken?)
- Twin Blade and Blunt <Passive> – When you have daggers equipped you should gain an extra 5% crit at level 2 however this is not reflected in the character info sheet.
Medium Armour:
- Agility <Passive> – Is incorrectly giving the player 20% attack speed at level 2 instead of 10%.
Vampire:
- Vampirism Stage Bonuses <Buff> - “Your Vampirims abilities cost 60% less to cast” does not currently work for abilities using your Ultimate resource. It works after vamp stage is changed and bugged again if you relog/change zone or instance. Same for vamp passives
- Mist Form <Poison Mist> – Appears to only be dealing damage between 1-1.5 seconds instead of the documented 0.5 seconds.
- Undeath <Passive> – It is meant to provide damage mitigation when a play with is below 30% health, this is currently bugged and isn’t working.
- Unnatural Resistance <Passive> – It is meant to provide health recovery in Vampirism stages 2-4, this is currently bugged and isn’t working.
- Dark Stalker <Passive> – Suffers from the dreaded once you die you will need to relog and/or zone to gain the perk back.
Edited by makkon on 28 April 2014 12:03