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[Sorc] - Black Horror

Proposals which did not pass the two week review, were rejected internally, or were not able to be implemented.
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Asherdoom
Posts: 661

Re: Sorc - Black Horror

Post#21 » Sat Nov 04, 2017 12:59 am

just make it 1.5 second cast time all the sorcerer AOE spec leaving damage like is this now. Will make a Sorcerer a lot more fun in aoe spec. 3 seconds is something to be killed by. 3 seconds standing still as sorcerer is awful in rvr.
At least, if you dont wanna reduce cast time, make all aoe spells of sorcerer usable while moving.
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Coma
Posts: 167

Re: Sorc - Black Horror

Post#22 » Sat Nov 04, 2017 11:43 am

Asherdoom wrote:just make it 1.5 second cast time all the sorcerer AOE spec leaving damage like is this now. Will make a Sorcerer a lot more fun in aoe spec. 3 seconds is something to be killed by. 3 seconds standing still as sorcerer is awful in rvr.
At least, if you dont wanna reduce cast time, make all aoe spells of sorcerer usable while moving.
I think it has been stated at least 5 or 6 times in this tread but... Casting time can't be altered at the moment since it requre Client access ^^'

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Asherdoom
Posts: 661

Re: Sorc - Black Horror

Post#23 » Sat Nov 04, 2017 12:44 pm

then make it castable while moving :)
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catholicism198
Posts: 1092

Re: Sorc - Black Horror

Post#24 » Sat Nov 04, 2017 9:04 pm

Asherdoom wrote:then make it castable while moving :)
That'll look silly.....

As for the Disrupt Debuff... seems a bit OPed/excessive considering the Magus gets a single target one that only reduces disrupt chance by 5%...and yet you're suggesting for a 15% AE debuff for a 6 point ability? Yes, the Engineer does have a 15% debuff, which seems pretty oped considering everything else they get, but that a different convo.

This ability should be looked into further when they eventually get client control, but a possible- temporary? fix would be extending the radius (to match (awesome- great fix) VFX radius) could be a simple solution.
The ability does less damage than Shattered Shadows so why not let it hit more targets?

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lefze
Suspended
Posts: 863

Re: Sorc - Black Horror

Post#25 » Sat Nov 04, 2017 9:07 pm

catholicism198 wrote:
Asherdoom wrote:then make it castable while moving :)
That'll look silly.....

As for the Disrupt Debuff... seems a bit OPed/excessive considering the Magus gets a single target one that only reduces disrupt chance by 5%...and yet you're suggesting for a 15% AE debuff for a 6 point ability? Yes, the Engineer does have a 15% debuff, which seems pretty oped considering everything else they get, but that a different convo.

This ability should be looked into further when they eventually get client control, but a possible- temporary? fix would be extending the radius (to match (awesome- great fix) VFX radius) could be a simple solution.
The ability does less damage than Shattered Shadows so why not let it hit more targets?
There's a thing called aoe cap, making it hit the whole damn map still wouldn't make it a good skill.
Rip Phalanx

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catholicism198
Posts: 1092

Re: Sorc - Black Horror

Post#26 » Sun Nov 05, 2017 2:02 am

lefze wrote:
catholicism198 wrote:
Asherdoom wrote:then make it castable while moving :)
That'll look silly.....

As for the Disrupt Debuff... seems a bit OPed/excessive considering the Magus gets a single target one that only reduces disrupt chance by 5%...and yet you're suggesting for a 15% AE debuff for a 6 point ability? Yes, the Engineer does have a 15% debuff, which seems pretty oped considering everything else they get, but that a different convo.

This ability should be looked into further when they eventually get client control, but a possible- temporary? fix would be extending the radius (to match (awesome- great fix) VFX radius) could be a simple solution.
The ability does less damage than Shattered Shadows so why not let it hit more targets?
There's a thing called aoe cap, making it hit the whole damn map still wouldn't make it a good skill.
Yes, it does cap at 9 or so targets- but the increased radius would increase the odds of hitting said 9 or so targets. It's not a major game changer- just a slight/temporary buff.

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lefze
Suspended
Posts: 863

Re: Sorc - Black Horror

Post#27 » Sun Nov 05, 2017 10:37 am

catholicism198 wrote:
lefze wrote:
catholicism198 wrote: That'll look silly.....

As for the Disrupt Debuff... seems a bit OPed/excessive considering the Magus gets a single target one that only reduces disrupt chance by 5%...and yet you're suggesting for a 15% AE debuff for a 6 point ability? Yes, the Engineer does have a 15% debuff, which seems pretty oped considering everything else they get, but that a different convo.

This ability should be looked into further when they eventually get client control, but a possible- temporary? fix would be extending the radius (to match (awesome- great fix) VFX radius) could be a simple solution.
The ability does less damage than Shattered Shadows so why not let it hit more targets?
There's a thing called aoe cap, making it hit the whole damn map still wouldn't make it a good skill.
Yes, it does cap at 9 or so targets- but the increased radius would increase the odds of hitting said 9 or so targets. It's not a major game changer- just a slight/temporary buff.
It's just not gonna do anything at all really, and the difference between changes previously discussed and only increasing the radius of the skill is outrageously big, I wouldn't even say it would be a buff at all.
Rip Phalanx

Penril
Posts: 4441

Re: Sorc - Black Horror

Post#28 » Sun Nov 05, 2017 2:26 pm

Time to lock.

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