With this so called "Balance Patch" that shouldnt be too far off by now, I thought I should remind our Devs of these Abilities.
I am talking about "Fire Rune" and "Equilibrium", each of their morphs.
Lets start with "Fire Rune".
The 1st Morph we have, is called "Volcanic Rune".
While I like the idea of this ability, I almost never see it used, mainly for lulz when knocking people off of keeps. I think the reason is its low damage.
So for this one, I suggest to improve its damage a little, and maybe add some utility to it, maybe debuffing spell/physical resistances of everyone hit, something like that.
The 2nd morph is called "Scalding Rune".
I think I never even saw this Ability used. What it basically does, is adding a very weak fire dot to everyone who is hit, which is so low, even health recovery is enough to avoid damage.
My suggestion for this is to completely overhaul it, and allow some new builds/options:
2 options:
1 ) Glacial Rune: Now deals Frost Damage and immobilizes everyone hit.
--> This is basically the counterpart to fire rune in what it does, just with one of Frost damages characteristic Secondary Effects, "immobilize".
2 ) Freezing Rune: A Frost Damage over time for 10 seconds, to everyone hit, also grants Minor Heroism for 9 seconds.
--> This is to bring more Proc Chance and possibility for Cold Damage Builds and a new Source for Minor Heroism to Magicka classes.
Maybe even add a short lasting slow to those hit? Basically a ranged slow trap?
Lets continue with the other Ability, "Equilibrium".
I am pretty sure, many of you even forgot how exactly this ability works, so here is the tooltip:
"Barter with Oblivion to trade vitality for power, sacrificing 4799 Health in exchange for 2406 Magicka. The exchange prevents you from healing yourself for 4 seconds, but you can receive healing from other players."
Note: the 4799 health to 2406 Magicka ratio is without passives active and with 20k Health (Health is which it scales both values off)
The 1st Morph is called "Balance".
It adds the following Line to the tooltip:
"Also grants you Major Resolve and Major Ward, increasing your Physical Resistance by 5280 and Spell Resistance by 5280 for 4 seconds
The 2nd Morph is called "Spell Symmetry".
It adds the following line to the Tooltip:
"Also reduces the Magicka cost of your next ability activation by 28% if activated within 5 seconds"
So.
The 1st Morph, "Balance" is over the top ridiculious.
Everyone already has access to Major Resolve and Major Ward, which usually comes with great additional effects, like AoE Dot + Speed Buff (Sorc) or Damage Return (DK), and both of these last 5x longer.
By using this ability you basically sacrifice ~5k health for ~2.5k Magicka so you have 4 seconds of which you cannot heal yourself in and have a 4 sec long lasting buff, that you can get from anywhere else with endless more benefits.
The 2nd Morph, "Spell Symmetry" is actually a pretty decent idea.
An almost 30% magicka cost reduction sounds great, and may have some use for Stamina Characters, because Magicka Abilities usually cost way more than Stamina ones.
But again, the exchange part is horrible and ruins this ability. Im 100% sure, nobody is willing to sacrifice this amount of health and deactivating self healing for 4 seconds, to reduce the cost of 1 magicka ability in the next 5 seconds.
Suggestion for the 1st Morph
New "Balance" Tooltip:
"Barter with Oblivion to trade vitality for power, sacrificing 4799 Health in exchange for 3000 Magicka or Stamina, depending on which currently is lower. The exchange prevents you from healing yourself for 4 seconds, but you can receive healing from other players. Also reduces the Magicka and Stamina cost of all your Abilities for the next 8 seconds by 10% and your Ultimate Abilities by 10%.
Suggestion for the 2nd Morph.
New "Spell Symmetry" Tooltip:
"Barter with Oblivion to trade vitality for power, losing 2399 health instantly and exchanging 9598 Health for 4812 Magicka over 10 seconds.
Also reduces the Magicka cost of your next ability activation by 28% if activated within 10 seconds.
If your cost reduced Ability damages an enemy within 3 seconds of activation, you stop losing health for the rest of the duration.
There are other very scarcely used abilites. Think about these, too:
- Baleful Mist (which I think should do Frost Damage, too, maybe even afflict close enemies with slow, while near them)
- Blood Altar (cant say a lot about it, maybe some unique buff while inside? Minor Lifesteal is "unique" yes, but its is pretty underwhelming)
- Trapping Webs ( since this turned into a Stamina Ability, its incredibly underused aswell. Atleast let it work similar to trap beast/fire rune, so it activates when people step on it, for more control)
- Inner Fire (The only ranged and magicka Taunt, but too expensive. Also, why not give Major Breach/Fracture to this aswell? Stamina morph seems ok as is.)
- Circle of Protection (Turn Undead: On cast, undead are feared, cool but waaay too expensive. Why not make it cheaper, if its on cast? Ring of Preservation is strange. 20% less dodge roll cost while in circle, I never understood this Ability)
- Echoing Vigor (Nobody gives up better self healing for 5m bigger radius to help allies, this needs some incentive so people use it. Make it a Magicka version :X *please dont hate me!*)
- Propelling Shield (allow Abilities with less range to work aswell, add small debuffs to enemies hit from inside the shield, like Minor Breach and Minor Maim for instance)
- Accelerating Drain (Make this Morph a spammable, direct attack. Every direct attack grants Minor Expedition and heals you similar to Funnel Health from NB, just not as strong and not as HoT.)
- Rousing Roar (WW Ability. Grants you + allies 4sec of Major Brutality - serious? Let it last 20 seconds or change it to Major ward/Resolve buffs for your group, also 20seconds)
So, what do you guys think?
Got any other suggestions or ideas?
Edited by Birdovic on 6 December 2016 16:06