1) Change Neutral Barrier (Stealth field should stay at 5x5) to a 7x7 AoE (up from the 5x5 buff from the April 13 skill changes). 5x5 is a nice change but it is still JUST TOO SMALL. If iRO was much more popular, maybe it would be possible to get the ~ 4 150 mechs needed to pull this off, but right now its just not the case. 7x7 would be a perfect size, the same size that all bard/gypsy skills are.
2) Change the cooldown of Neutral Barrier and Stealth field to 0~10 seconds. As both are canceled by Ganban/Crazy Vines if they were canceled then there would be basically a one~two minute wait before you can recast them... 10 seconds is fair and is long enough to do enough damage before they can recast it. In a perfect world though I'd prefer NO cooldown, but if I suggest 10 seconds maybe you'll go along with it. Refer to Jax5's post below for more suggestions.
3) Implement somekind of counter to Cursed Circle and Stasis in WoE, either by reducing their effect duration, making them not affect people ontop of magnetic earth or neutral barrier or disabling them in WoE. There is not way to defend yourself against them. Its a pointless argument if you think its balanced, it is completely not.
Let's recap on counters to skills:
Hell's plant, Manhole, Vacuum (+all ground targeted "magic" skills) countered by Magnetic Earth.
Jack Frost, Chain lighting, Frost Misty (+all magic) countered by Neutral barrier
Dragon Breath, GoH, Knucle Arrow (+all ranged) countered by Neutral barrier (although until a shorter cooldown + bigger aoe its basically useless!)
Deep Sleep, Howling countered by April 13 skill balance with AB buffs
White Imprison countered by ghost magic + status recovery
Neutral barrier/Magnetic earth countered by gamban, crazy vines etc
Reflect damage countered by emptying the rg's sp/white imprison
Asura (fury) countered by dispell spam/sphere absorb
Self destruction countered by being alert and spell breaking and/or disabling spells
Then there are also all the other counter spells such as death bound and crescent elbow to kill melee attackers aslong as their attacks were high enough (with skills such as asura, storm blast, etc)
Now as you can see, only Cursed Circle and Stasis remain as having no direct counters to stop them from destroying a rush.
Thoughts?
tl;dr version:
1) make neutral barrier a 7x7 aoe (or 9x9), with a walking speed reduction (so the mechanic itself walks slower, noone else) (0% and level 1 (3x3 aoe), 20% at level 2 (7x7 aoe), 40% at level 3 (9x9 aoe))
2) make neutral barrier have a short to no cool down
3) do something about cursed circle and stasis
Edited by cybernetic, 28 June 2011 - 12:12 AM.