Finally found time to go through this. I can basically agree to most of that, but I will take the time to explain in detail why I do or don't.
I marked stuff i like with "+", stuff I dont like with "-" or stuff I don't fully agree to with "+/-". Stuff I didn't completly understand I marked with "(?)".
In general, as a defiler I would gladly give away some survivability if i would be able to do more damage, even tho compared to other magical classes defis (keep in mind ppl, non mallwhored even more) are already considered squishy with the natural lack of hp and defense without doing the insane damage of for example Mystiks/Sakers.
About your suggestions:
+ Removing DNA for Invisibility, adding it to the skill itself
Explanation: No one has 10 dna points to increase that buff anyway. Evasion is kind of usefull if you have enough of it, but then again not so much. So i think it woulld be okay to increase the % rate, removing the DNA. It would make the skill worth taking.
+ Lowering Level of Soul Hunter Pets (Illusion, Lenny, Kazara)
Explanation: Okay.
+ Making VT aoe without DNA
Explanation: 30 DNA points are needed to make this (important) skill - our only heal - usefull. Keep in mind dear non Soul Huter folks it still will be able to fail and it requires enemys, and its affected by their curse resistances. So making it aoe would at least spare us 10 dna points, points that free player desperately need.
+/(?) Reimplementing the Mana-Absorbing skill from S1
Explanation: Since they nerfed mp rec this would be cool to have. Its just questionable if its worth taking in terms of how much MP would be gained since it would be only sucking from one enemy, and prolly would also be affected by curse resist and could fail.
+ Combining Soul Shield with Blessing of Wind
Explanation: This would make Soul Shield semi-worth taking, since its completly useless atm. I would have liked to see it giving more defense, even tho compared to what it gives now its already an improvement. But I guess thats okay. Now its like that Templar buff and since it would be lvl 10 at lvl 57 it would be helpful but not op already at lower levels.
+ Increasing Range of Lithifying Terror
Explanation: Great - would make it usefull again. As it is currently, you have to be super lucky to be able cast it on someone with its low range.
+/(?) Adding DoT to Curse Effect
Explanation: Sounds good, but would this mean you take away its direct damage?
+ Making Curse of Restoration instant cast, removing the swift DNA, adding a DNA to extend it
Explanation: Making it instant cast might make it more attractive, especially with the option to increase the duration, since pretty much noone is seriously using this atm.
+/- Terms of Service with DoT and increased casttime
Explanation: Would be okay. One thing I don't really agree with is the increased casttime - 2,2 or 2 seconds isnt that much of a difference, lets just leave it at 2.
I guess you increased the casttime a little bit to prevent people from bitching justify the added DoT.
Lets be honest here, Terms of Service isnt what it used to be. Of course it is still powerful, but people seem to have a easy time to just run out of it in between ticks or ofc almost naturally be able to dash out of it if they have the ability to do so.
+ Giving Fury a new function, increasing your SCC but lowering your HP
Explanation: Would make it more attractive and maybe even worth taking, since no one uses this atm.
+/- Adding Binding Soul to Soul Hunter skill tree, giving it the ability to reduce curse resist for a set duration
Explanation: The added reduction of curse resist is neat, but if it would only last 5 seconds at max level this would be a bit low - maybe make it 10 seconds so it would be like the weapon debuff.
+ Combining the magic/physical pet buff, increasing the damage
Explanation: Sounds good.
+/- Combining Binding weapon with its DNA, also reducing phyiscal damage, making it a multitarget debuff
Explanation: DNA-wise this would be good to combine, the lowered range also makes sense (but lets just say 20m or maybe better 15m, since 17,5 is kind of a weird number). -83% physical damage at max level seems kind of op, melees would be useless after that. But I guess the increased CD and range kind of justifies it.
+ Reducing the needed skillpoints for Relapse Wound
Explanation: Sounds good.
+ Adjusting the level of Humbaba, making it available for lower levels
Explanation: Sounds good.
+/- Changing the function of Lithifying Fog so that it removes binds, hushes and stuff
Explanation: Cool. Domis would be like anti-warlords But again why the 2,2 sec casttime. Just make it 2 (I'm into round numbers). Duration seems a bit high.
Additional suggestions:
Increasing the % dmg of Curse Mastery
Explanation: 10% is not enough imo, all the other passive mastery buffs (Tempest, Forsaker etc) give at least 18-20% at max level, Defis only 10.
Increasing the damage of Attack of Curse
Explanation: Copy&Paste: It deals only 4 dmgpoints on lvl 1, 31 on lvl 10. For example Bloody Arrow lvl 1 already deals 23 dmg, i know Attack of Curse has a rather short CD, but still the dmg is a joke.
Removing/Changing the skill animation for Vampiric Touch
Explanation: With its DNA its supposed to be instant, but its not due to the cast animation. This is more of a bug report than a suggestion.
Edited by Leash, 24 June 2014 - 04:07 AM.