No point in comparing class abilities to each other. Find me a defensive ability like Spirit Guardian on other classes…
Yes summoners armor should be better (a lot of skills should).
Me being a fan of summoner type necro classes, I think it would be cool if it summoned a skeleton minion for 15 seconds when you take damage, with a 5 second cooldown so you could have three up at max.
NordSwordnBoard wrote: »I don't like the free gap-closer morph and the reduction in cost morph isn't the best but serves me better than yoink armor. Yes, 50% is way too much. Guard needs a double bar/recast and its distributing the damage to an ally with conditions. Think about Harbinger and what that does with the current proc values.
CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Grandsheba wrote: »No point in comparing class abilities to each other. Find me a defensive ability like Spirit Guardian on other classes…
Yes summoners armor should be better (a lot of skills should).
Me being a fan of summoner type necro classes, I think it would be cool if it summoned a skeleton minion for 15 seconds when you take damage, with a 5 second cooldown so you could have three up at max.
No point in comparing yet you tried ti compare right after, an ability like spirit Guardian is a damage sheild. In fact most of Templar and dk skills I listed above are like spirit Guardian just with out the floating npc. There you go. The summoners armor is in the tanking tree so it's for tanks skills. You're idea would crash the game more than it already is, it's not feasible.
Grandsheba wrote: »No point in comparing class abilities to each other. Find me a defensive ability like Spirit Guardian on other classes…
Yes summoners armor should be better (a lot of skills should).
Me being a fan of summoner type necro classes, I think it would be cool if it summoned a skeleton minion for 15 seconds when you take damage, with a 5 second cooldown so you could have three up at max.
No point in comparing yet you tried ti compare right after, an ability like spirit Guardian is a damage sheild. In fact most of Templar and dk skills I listed above are like spirit Guardian just with out the floating npc. There you go. The summoners armor is in the tanking tree so it's for tanks skills. You're idea would crash the game more than it already is, it's not feasible.
Reread what I said. I didn’t actually compare spirit guardian to anything. I was making the point that classes have different abilities so making a direct comparison between class armor skills is pointless.
Also spirit guardian isn’t a damage shield lol. It’s a very unique 10% damage mitigation ability that lasts 16 seconds with a nice heal over time attached. No other class has anything like it.
Also, if this game can’t handle a necro having five minions out total, then I don’t know what to say. Time to upgrade the hardware because that’s a horrible reason to limit class design.
CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Not sure why you're comparing a heal to your proposed idea for Summoner's so I'm not even going to address that - Necro also has a very powerful burst heal.
Let's look at the DK wings. Current DK wings reduce your damage taken from projectiles by 50%, and only for 6 seconds. Your idea would reduce all damage taken by 50% for 20(!) seconds. Not only that, but in PvP it would mean whoever is attacking you would be nuking themselves by attacking you. This was deemed too powerful on the old version of DK's wings, and that skill only affected projectiles and ranged classes (and again, only for 6 seconds).
Guard is only 30%, and doesn't transfer damage to a target, it causes the caster to take more damage - this means the damage done by the enemy is still going somewhere, it's not just getting thrown back in their face.
% damage reductions are very dangerous in this game. It's the reason Major Protection was nerfed a while ago, and the reason they nerfed Spirit Guardian in the last patch. Throwing half of all damage taken to 1 enemy would be absurd. It would simultaneously be one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, an ultimate. It would make necros untouchable in PvP. A group of necros could kill 1 or 2 attackers just by standing there. Pull a necro into a bomb? You're dead now because they just reflected half of your 50k bomb back at you. It would utterly destroy the PvP meta. PvE meta would turn into Necro tankapalooza - why run literally anyone else if necro tanks would be taking half damage just from being a necro?
Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Not sure why you're comparing a heal to your proposed idea for Summoner's so I'm not even going to address that - Necro also has a very powerful burst heal.
Let's look at the DK wings. Current DK wings reduce your damage taken from projectiles by 50%, and only for 6 seconds. Your idea would reduce all damage taken by 50% for 20(!) seconds. Not only that, but in PvP it would mean whoever is attacking you would be nuking themselves by attacking you. This was deemed too powerful on the old version of DK's wings, and that skill only affected projectiles and ranged classes (and again, only for 6 seconds).
Guard is only 30%, and doesn't transfer damage to a target, it causes the caster to take more damage - this means the damage done by the enemy is still going somewhere, it's not just getting thrown back in their face.
% damage reductions are very dangerous in this game. It's the reason Major Protection was nerfed a while ago, and the reason they nerfed Spirit Guardian in the last patch. Throwing half of all damage taken to 1 enemy would be absurd. It would simultaneously be one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, an ultimate. It would make necros untouchable in PvP. A group of necros could kill 1 or 2 attackers just by standing there. Pull a necro into a bomb? You're dead now because they just reflected half of your 50k bomb back at you. It would utterly destroy the PvP meta. PvE meta would turn into Necro tankapalooza - why run literally anyone else if necro tanks would be taking half damage just from being a necro?
Ah your focusing only on pvp, judt how dmg sheilds have reduction form battle spirit this is where battle spirit would simply reduce this ability by half. This ability also only works with in range and with one target at a time.
You compared this suggestion to the guard skill from the support skill line. However the dmg always goes somewhere and I definitely agree that 50% is too high. I purposed this at a high amount to allow the idea to be seen and then adjusted down to what seems fair. Most likely it will get the Reflexive Scales change
[Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 636 Flame Damage. This effect can occur once every half second.]
Where here the tether would deal a percentage of the percentage back to the attacker as magic dmg to keep it inline with other skills.
Another example is blazing Shield from the Templar spear skill line.
[Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.]
Now this skill is similar to my suggestion for the summoners rework but is far stronger as it deals dmg in an aoe from all dmg taken while keeping the Templar from taking any dmg and also increasing the dmg sheilds def by how many targets are around with no cap to this multiplier. A very good skill its simultaneously one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, which is an ultimate. Whoa, dejavu!
All jokes aside, the point should be clear by now. It doesn't really matter if the skills is comparable to an ultimate, ultimates have their own unique charm but being able to utilize 2 at a time is whst makes it an ultimate as well. Please dont take this as disrespect, as I'm really enjoying this conversation with you.
Anyways, this skills was an orginal skill for the necromancers called taste of life, the function wasn't able to work and it was removed. This skill however does exist in game and only by necromancers npcs. Black rose prision vampire prison has a teather skills that takes the dmg dealt to the boss and redirects it to the tethered targets.
In the vault of madness there is a boss called the cursed one. This boss uses an ability called Drain Life – This skill creates a life draining beam that will attach to a random player and drain their life BUT the damage is based on the damage the boss takes. There are some other necromancers that uses this skill, the way to get out of it is to move away from the range, block, dmg sheild or out heal it.
Another thing I would add to this suggestion for summers armor is that it can be purged to make sure it has an effective counter.
CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Not sure why you're comparing a heal to your proposed idea for Summoner's so I'm not even going to address that - Necro also has a very powerful burst heal.
Let's look at the DK wings. Current DK wings reduce your damage taken from projectiles by 50%, and only for 6 seconds. Your idea would reduce all damage taken by 50% for 20(!) seconds. Not only that, but in PvP it would mean whoever is attacking you would be nuking themselves by attacking you. This was deemed too powerful on the old version of DK's wings, and that skill only affected projectiles and ranged classes (and again, only for 6 seconds).
Guard is only 30%, and doesn't transfer damage to a target, it causes the caster to take more damage - this means the damage done by the enemy is still going somewhere, it's not just getting thrown back in their face.
% damage reductions are very dangerous in this game. It's the reason Major Protection was nerfed a while ago, and the reason they nerfed Spirit Guardian in the last patch. Throwing half of all damage taken to 1 enemy would be absurd. It would simultaneously be one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, an ultimate. It would make necros untouchable in PvP. A group of necros could kill 1 or 2 attackers just by standing there. Pull a necro into a bomb? You're dead now because they just reflected half of your 50k bomb back at you. It would utterly destroy the PvP meta. PvE meta would turn into Necro tankapalooza - why run literally anyone else if necro tanks would be taking half damage just from being a necro?
Ah your focusing only on pvp, judt how dmg sheilds have reduction form battle spirit this is where battle spirit would simply reduce this ability by half. This ability also only works with in range and with one target at a time.
You compared this suggestion to the guard skill from the support skill line. However the dmg always goes somewhere and I definitely agree that 50% is too high. I purposed this at a high amount to allow the idea to be seen and then adjusted down to what seems fair. Most likely it will get the Reflexive Scales change
[Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 636 Flame Damage. This effect can occur once every half second.]
Where here the tether would deal a percentage of the percentage back to the attacker as magic dmg to keep it inline with other skills.
Another example is blazing Shield from the Templar spear skill line.
[Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.]
Now this skill is similar to my suggestion for the summoners rework but is far stronger as it deals dmg in an aoe from all dmg taken while keeping the Templar from taking any dmg and also increasing the dmg sheilds def by how many targets are around with no cap to this multiplier. A very good skill its simultaneously one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, which is an ultimate. Whoa, dejavu!
All jokes aside, the point should be clear by now. It doesn't really matter if the skills is comparable to an ultimate, ultimates have their own unique charm but being able to utilize 2 at a time is whst makes it an ultimate as well. Please dont take this as disrespect, as I'm really enjoying this conversation with you.
Anyways, this skills was an orginal skill for the necromancers called taste of life, the function wasn't able to work and it was removed. This skill however does exist in game and only by necromancers npcs. Black rose prision vampire prison has a teather skills that takes the dmg dealt to the boss and redirects it to the tethered targets.
In the vault of madness there is a boss called the cursed one. This boss uses an ability called Drain Life – This skill creates a life draining beam that will attach to a random player and drain their life BUT the damage is based on the damage the boss takes. There are some other necromancers that uses this skill, the way to get out of it is to move away from the range, block, dmg sheild or out heal it.
Another thing I would add to this suggestion for summers armor is that it can be purged to make sure it has an effective counter.
Blazing shield is not a fair comparison, as it is again far weaker than your suggestion. It isn't 30% of all damage, it's only 30% of the strength of the shield.
Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Not sure why you're comparing a heal to your proposed idea for Summoner's so I'm not even going to address that - Necro also has a very powerful burst heal.
Let's look at the DK wings. Current DK wings reduce your damage taken from projectiles by 50%, and only for 6 seconds. Your idea would reduce all damage taken by 50% for 20(!) seconds. Not only that, but in PvP it would mean whoever is attacking you would be nuking themselves by attacking you. This was deemed too powerful on the old version of DK's wings, and that skill only affected projectiles and ranged classes (and again, only for 6 seconds).
Guard is only 30%, and doesn't transfer damage to a target, it causes the caster to take more damage - this means the damage done by the enemy is still going somewhere, it's not just getting thrown back in their face.
% damage reductions are very dangerous in this game. It's the reason Major Protection was nerfed a while ago, and the reason they nerfed Spirit Guardian in the last patch. Throwing half of all damage taken to 1 enemy would be absurd. It would simultaneously be one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, an ultimate. It would make necros untouchable in PvP. A group of necros could kill 1 or 2 attackers just by standing there. Pull a necro into a bomb? You're dead now because they just reflected half of your 50k bomb back at you. It would utterly destroy the PvP meta. PvE meta would turn into Necro tankapalooza - why run literally anyone else if necro tanks would be taking half damage just from being a necro?
Ah your focusing only on pvp, judt how dmg sheilds have reduction form battle spirit this is where battle spirit would simply reduce this ability by half. This ability also only works with in range and with one target at a time.
You compared this suggestion to the guard skill from the support skill line. However the dmg always goes somewhere and I definitely agree that 50% is too high. I purposed this at a high amount to allow the idea to be seen and then adjusted down to what seems fair. Most likely it will get the Reflexive Scales change
[Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 636 Flame Damage. This effect can occur once every half second.]
Where here the tether would deal a percentage of the percentage back to the attacker as magic dmg to keep it inline with other skills.
Another example is blazing Shield from the Templar spear skill line.
[Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.]
Now this skill is similar to my suggestion for the summoners rework but is far stronger as it deals dmg in an aoe from all dmg taken while keeping the Templar from taking any dmg and also increasing the dmg sheilds def by how many targets are around with no cap to this multiplier. A very good skill its simultaneously one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, which is an ultimate. Whoa, dejavu!
All jokes aside, the point should be clear by now. It doesn't really matter if the skills is comparable to an ultimate, ultimates have their own unique charm but being able to utilize 2 at a time is whst makes it an ultimate as well. Please dont take this as disrespect, as I'm really enjoying this conversation with you.
Anyways, this skills was an orginal skill for the necromancers called taste of life, the function wasn't able to work and it was removed. This skill however does exist in game and only by necromancers npcs. Black rose prision vampire prison has a teather skills that takes the dmg dealt to the boss and redirects it to the tethered targets.
In the vault of madness there is a boss called the cursed one. This boss uses an ability called Drain Life – This skill creates a life draining beam that will attach to a random player and drain their life BUT the damage is based on the damage the boss takes. There are some other necromancers that uses this skill, the way to get out of it is to move away from the range, block, dmg sheild or out heal it.
Another thing I would add to this suggestion for summers armor is that it can be purged to make sure it has an effective counter.
Blazing shield is not a fair comparison, as it is again far weaker than your suggestion. It isn't 30% of all damage, it's only 30% of the strength of the shield.
Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.
No, it's 30% of all damge absorbed from all sources that explodes in an aoe. Its a very fair comparison since nerco tether deal damge between the 2 tethered targets and both take dmg received and dish it back out.
CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Grandsheba wrote: »CameraBeardThePirate wrote: »Transferring 50% of damage taken to the target would be laughably overpowered. It would be as strong as ironblood's defensive buff while simultaneously being stronger than the old DK wings. Even transferring 10% of the damage to the opponent would be strong.
For pvp or pve?
For pvp dks are fine, they can heal for 33% of their MAX HP! 33% !!! That's just one skill and one part of that skill, Draw on your draconic blood to heal for 33% of your missing Health. You also gain Major Fortitude, Major Endurance, and Minor Vitality, increasing your Health Recovery and Stamina Recovery by 30% and healing received by 8% for 23 seconds..
Then they have their dragons scales to reduce the dmg they take by 50% as well.
Flex your scales, reducing damage taken from projectiles by 50% for 6 seconds. When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 1799 Flame Damage. This effect can occur once every half second.
The support line guard already has this ability at 30% and last indefinitely. This one only last until the tether is broken or the ability times out. The 10 wouldn't be OP if the 30% isn't an issue either. So this would work just fine in game with out being OP as it has many counters to reduce that 50% transfer dmg. All the ability listed above show that.
Not sure why you're comparing a heal to your proposed idea for Summoner's so I'm not even going to address that - Necro also has a very powerful burst heal.
Let's look at the DK wings. Current DK wings reduce your damage taken from projectiles by 50%, and only for 6 seconds. Your idea would reduce all damage taken by 50% for 20(!) seconds. Not only that, but in PvP it would mean whoever is attacking you would be nuking themselves by attacking you. This was deemed too powerful on the old version of DK's wings, and that skill only affected projectiles and ranged classes (and again, only for 6 seconds).
Guard is only 30%, and doesn't transfer damage to a target, it causes the caster to take more damage - this means the damage done by the enemy is still going somewhere, it's not just getting thrown back in their face.
% damage reductions are very dangerous in this game. It's the reason Major Protection was nerfed a while ago, and the reason they nerfed Spirit Guardian in the last patch. Throwing half of all damage taken to 1 enemy would be absurd. It would simultaneously be one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, an ultimate. It would make necros untouchable in PvP. A group of necros could kill 1 or 2 attackers just by standing there. Pull a necro into a bomb? You're dead now because they just reflected half of your 50k bomb back at you. It would utterly destroy the PvP meta. PvE meta would turn into Necro tankapalooza - why run literally anyone else if necro tanks would be taking half damage just from being a necro?
Ah your focusing only on pvp, judt how dmg sheilds have reduction form battle spirit this is where battle spirit would simply reduce this ability by half. This ability also only works with in range and with one target at a time.
You compared this suggestion to the guard skill from the support skill line. However the dmg always goes somewhere and I definitely agree that 50% is too high. I purposed this at a high amount to allow the idea to be seen and then adjusted down to what seems fair. Most likely it will get the Reflexive Scales change
[Flex your scales, reducing your damage taken from projectiles by 50% for 6 seconds.
When you are hit with a projectile, you retaliate by launching a fiery orb at the attacker that deals 636 Flame Damage. This effect can occur once every half second.]
Where here the tether would deal a percentage of the percentage back to the attacker as magic dmg to keep it inline with other skills.
Another example is blazing Shield from the Templar spear skill line.
[Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.]
Now this skill is similar to my suggestion for the summoners rework but is far stronger as it deals dmg in an aoe from all dmg taken while keeping the Templar from taking any dmg and also increasing the dmg sheilds def by how many targets are around with no cap to this multiplier. A very good skill its simultaneously one of the best offensive and defensive skills in the game, comparable to something like Corrosive Armor, which is an ultimate. Whoa, dejavu!
All jokes aside, the point should be clear by now. It doesn't really matter if the skills is comparable to an ultimate, ultimates have their own unique charm but being able to utilize 2 at a time is whst makes it an ultimate as well. Please dont take this as disrespect, as I'm really enjoying this conversation with you.
Anyways, this skills was an orginal skill for the necromancers called taste of life, the function wasn't able to work and it was removed. This skill however does exist in game and only by necromancers npcs. Black rose prision vampire prison has a teather skills that takes the dmg dealt to the boss and redirects it to the tethered targets.
In the vault of madness there is a boss called the cursed one. This boss uses an ability called Drain Life – This skill creates a life draining beam that will attach to a random player and drain their life BUT the damage is based on the damage the boss takes. There are some other necromancers that uses this skill, the way to get out of it is to move away from the range, block, dmg sheild or out heal it.
Another thing I would add to this suggestion for summers armor is that it can be purged to make sure it has an effective counter.
Blazing shield is not a fair comparison, as it is again far weaker than your suggestion. It isn't 30% of all damage, it's only 30% of the strength of the shield.
Surround yourself with solar rays, granting a damage shield equal to 4800 damage for 6 seconds. This portion of the ability scales off your Max Health.
Each nearby enemy increases the shield's strength by 4% when the shield is activated.
When the shield expires it explodes outward, dealing 30% of the damage absorbed to nearby enemies.
No, it's 30% of all damge absorbed from all sources that explodes in an aoe. Its a very fair comparison since nerco tether deal damge between the 2 tethered targets and both take dmg received and dish it back out.
I dont think you understand how Blazing Shield works. You deal 30% of the damage absorbed by the shield back to enemies. So a 12k shield would return at most 4k damage. Way less powerful than your proposed idea.