Okay let's review. Big balance patch, wide class variety, let's see;
-Monk's Wide Heal.
Cast time is a big +1 as it makes to even with Casting Acceleration there's still a window to prevent the skill. Though it will still be a small window.
-Priest's Quagmire.
This alone would be amazing. This slow has a longer duration than a hot pockets microwave time. Also we all know this is combined with Witch's Curse.
-Invoker's Magnet.
Range AND Cooldown nerf? It's probably what a very large chunk wants. Doesn't flat out disable but doesn't mean it doesn't have uses. It can be escaped efficiently however with the range nerf and hopefully this means no "Sudden double range" magnet incidents.
Pathfinders Tesla.
This should've been it's intended cooldown. It was already a strong skill with easy reapplications as it can be jump canceled. Hopefully some internal z combo cooldown would be looked into for the 2nd easiest chain combo stun.
Summoner Rolling Stone.
Well a Summoner really only needs to land one of these anyways...
Rogue's Headspin.
Now you Rogue mains sit down and learn some ground combos. You all know you who are!
I know a mirmydon who played for 10 years and still not good at it. But the point is not about making people not do what you want, but feel like they want to play a class, regardless of balance. This is not the case here, when the skill are worked with lack of impact on the game as a whole.
3 main OP classes Priest -warlock - archers. Those should of been the main focus and instead they get nerf for the wrong reasons.
Priest nerf should of been for all heals not to work at all in BSQ- EW- PVP room and ice to work like a stun, than you have a balance outcome.
Archers chain combo continues stun should of been taken out and reduce anti-air shot time by 30%.
Warlock defense down by 20% and reduce freeze time by 40%, also take off all heals.
When doing that, you will have a more balance game instead off pretending to fix something that's not broken, as a matter of fact all the main problems came from the chain combos and they are still messed up.
Since they are talking balance, how about fixing that broken elemental card set up, were only high level 75 up can have a stable element resist and chars with lower have 0 defense for resist. Here is a fix for element resist for low level. Create 4 IM item that only gives resist points and not attack. Example 1 ring, 1 ear, shield and belt all with a different element, these items are points that when adding cards to regular equipment will increase defense for elements. The way it is now, it is the most broken part of the game, no matter how much defense an individual has, they are dead with 2 hit. Only thing that is busy are level 85 BSQ cause low level has no balance at all with elements been implemented.
There is a reason why people don't do element dungeon and that's because the yield of basic element is laughable at best, the extreme high cost of element is not worth the continues spam. Card requirement to level up is broken and has been stated a million times on the forum and yet, nothing is been done about it, resulting on 0 individuals running element dungeons.
Want to balance the game? How about creating more than 1 char class and play with them to see what's broken? Instead of messing up classes that there was nothing wrong to began with.
This is not the first balance and won't be the last. We will do it step by step.
Btw, the marksman already got hit by a nerf in PvP - the roar of victory buff in PvP affects the Random Shot skill in the same way as the diffusion cannon of the Priest.
Correct, not a balance at all, but pretending to do gamers a favor and now you will see classes that are hardly there less frequently. This is the norm by trying to fix what's not broken.
Edited by EternalShadows, 13 July 2017 - 01:14 AM.