Hi everybody
I want to express my suggestion on how my idea of balance is respecting cast times of skills.
Right now there are many skills that have very long cooldowns and very strong effects/ are instant cast, to fix this i recomend doing this to all skills unless they already do that.
Supposing this is implemented, then mos skills would recive the folowing changes:
1. Should have longer (in some cases much longer) casting times, and in other cases, they should have a chanelling part added on top of the casting time.
2. Should be less powerfull in a burst point of view but better in a DPS / aviavility point of view
3. Should have much lower cooldown (i think skills should be balanced in a way the longest cooldown possible was 120 secs, to erase the “He won because he had his elite off cooldown and i didnt”)
Same goes to weapon skills, in this case, i think they should have 20 secs cooldown at most.
To give a better idea of my propossal, here is a post that i did long ago about a suggestion on Necromancer’s marks
What about making necromacer’s marks chanelled skills skills so they work similar to ranger traps: ill give you an idea:
Mark of blood
This skill now inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill, the mark will be pulsing every second up to 5 times
Cooldown reduced to three seconds
Mark of evasion
This skill now ow inflicts 1 stack of 4 seconds bleeding and 1 stack of 3 seconds regeneration every pulse, it pulses 2 times.
Removed internal cooldown
Chillblains
This skill now inflicts 1 stack of 1 seconds chill and 1 stack of 3 seconds of poison on every pulse up to 5 stacks on its full duration, as long as the necromancer keeps chanelling the skill.
The mark will be pulsing every second up to 5 times
This skill is now ten seconds cooldown
Putrid mark
This skill will now transfer one condition from allies to foes every pulse up to 5 conditions.
The mark will pulse every second as log as the Necromancer keeps chanelling it.
This skill is now fifteen seconds cooldown
Reapers mark
This skill will now inflict 1 second fear every pulse up to 2 pulses, starting the first pulse two seconds after the mark is cast
The mark will pulse every three seconds as long as the Necromancer keeps chanelling it.
This skill is now 20 seconds cooldown
This will make Necromancer’s marks easier to counter while making them more powerfull if not countered.
This kind of mecanic can be inplemented on other skills like lava font for example, but giving something in exchange like reducing its cooldow to 2 seconds so they can have something similar to two Auto attacks.
Thats just to start, but this kind of changes can be applied to most of the skills to mee them more counterable, rewarding to land, easier to understand for those who are new to the game and more entertaining to watch