Making this topic cause I'd like to hear people's thoughts on this skill and how could it be balanced.
Currently it has such a long and powerful effect that it's basically defining group pvp now. I think it's a problem that with enough ms you can just run out of it no harm while others will probably get obliterated, kind of an unfair inconstancy in my mind. It's impossible to know which magnet is friendly and which isn't before getting pulled in, which is a problem when the match has say 5 invokers. Because the pulling effect interrupts skills, it's very hard to do anything to fight back when you're getting pulled. The pull effect is up for 10 seconds, which is absolutely forever. The range is also pretty huge especially considering how little of your surroundings you generally see in DS.
So ye I think this skill would need more than just changes to the cooldowns to make it balanced. I'll share 2 ideas I had:
1. Change the skill to be a rooting effect. Basically the magnet would pull you in place and keep you there, but you could still fight back. This along with a massive duration cut (say to 3 seconds) would make the skill still pretty darn strong, but the effect would be much fairer. If it'd still be too strong could also nerf other aspects with this change.
2. Change the skill to pull 1, tops 2, random people at a time. This way it wouldn't paralyze the other team completely. Again nerfing cooldown and duration with this would be good.
What do you guys think? Is there a way to make this skill fun to use and play against?