I made a list, which goes from 1-most important to 10- the least
What I think is required:
1) A general change for summoned units, I mean turrets/illusions/phantasms/minions/elementals/spirit weapons/ranger’s spirits, a good idea would be: remove their healthbar and give them multiple bars or “charges”, like 3-10 charges depending on the unit type (illusions-3/4, minions-7,spirit weapons-7, turrets-8, dunno about ranger spirits, they need a rework imo), each bar/charge is consumed upon hit, all they are unaffected by conditions, I think this change would make all summons finally happy and glad not to be 1-shoot down, this would also allow new traits involving the number of bars/charges of these summons and better diversity (for not fully speccing into those).
Something that should also help those is: activating their effects (or a special effect) on summon and death.
Also, this could be a huge help for those runes that summon creatures such as rock-dog, minions and golems.
2) second general change would be: lessen the cooldown of those skills that force you into traiting to pick’em up (traits shouls provide a shorter CD to compliment your build, not to make it just viable), this mostly involves skills like engineer turrets, warrior’s utilities in general and guardian’s consecrations, then remove the reduced cooldown from those traits and change’em into something more useful.
For those very skills, they usually also NEED a trait to last long enough, the same rework would be VERY good (3s duration on untraited elixir S? that’s just about for stomping with a 60s CD…) on such short-lasting skills… and no I don’t mean BLOCKs, those are quite fine.
I think it’d be ok to also lessen the CD of some runes’ effects, especially summoned creature’s effects, they can’t be affected by anything, no CD or duration related so… why not?
3) rangers need major rework, they are stuck with a couple of builds, their traits don’t actually synergize and going melee simply doesn’t have a point, they definitely need more significant skills, meaningful skills, like pulls and knockbacks maybe making player-controlled pet skills AoE (not too much just a 120 rad with low knockback distance is enough) would be a good idea due to AI issues, plus making them more responsive and after that fix turning those skills into reliable utilities like pulls/immobilizes/cond-removals/knockbacks/fears (a beast that actually scares ppl maybe?)
4) engineer’s bugs addressed AND talked, a single confirmation about just WORKING on them would be appreciated, in that section of the forum hasn’t been a single statement since day1… seriously? There’s way too many bugs, it completely ruins your gameplay experience having to check every skill in the forum’s bug-list, which is HUGE.
Their problem, which involves speccing over versatility would be solved fast by making either synergyze more traits without forcing them on ppl (make 3 grenades by default and remove them from the trait, juggernaut affecting elixir gun too and so on) or merging just a couple of traits, devs REALLY need to pay some attention to their engineer community.
5) necros truly need major buffs on their power counterpart, a small buff of 0.50-0.75s to their fears and WAY better mastertraits, well minor traits too, just better, atm their synergies don’t look so bad, maybe merging a couple of traits would be a good idea (especially wells’ and marks’, which don’t even share the same traitlines), I also suggest a boost to “vampiric” mechanics of the necros, they are also meant to be vampires but they aren’t quite like that.
(edited by Rfreak.6591)