Terron wrote:leech was broken in 1v1s. thats why you did 1300 damage to a gnome and still lost.
i tend to agree with the pve side of it. dms get rocked. kinda the opposite of chanter here, chanters are really resilient but have no damage and fizzle/unaffect like a mofo. in the end they both gulp pots. but they arent the only ones, logged on my bard last night(first time really training it since update). try to do a daily on that pos and almost every round it needed a potion and multiple support heals to survive. thats real nice when u have humming purple everything and get destroyed by training monsters.
i really think the main issue is the npc damage.(also drop max stamina to level 22 or 23)
I agree with NPC damage. Something I said earlier was that NPC damage for leveling is a bit high because there was a double nerf (To potion amount and then the speed of npcs). We only accounted for the speed of NPCs, not the damage too. Something we need to look at.
Fizzle rates. I mean, they are the same for the high spells though. So bad luck :>
Lateralus wrote:I’d like to see leech and a pure damage spell split up.
I’d like to see leech do say 50-100 damage and leech 100% what you hit for. (Yes it’s a lot of leech damage but you are sacrificing damage. only dealing 200-400 damage around so in 1v1 should be balanced)
On top of that give them a blast or a renamed blast like spell that would do slightly more damage but cost more. Honesty just giving them blast + having wither gives them more damage than sorc anyways.
Also if they kill a monster OR player with a direct damage spell that spells damage restores health to the DM.
Say you hit a bandit for 200 damage points and that kills it you gain 200 health.
You cast blast at a bandit for 200 damage killing it and consuming it’s soul restoring 200 health points.
This would really help with the Pve side of things and make them interesting to use in PvP. Really set them apart and make them a bit more fun / tactical to use.
We could split up leech to a damage spell and a sap spell. I.E. a direct 1 to 1 spell. Hit for 50, gain 50HP. 100 damage seems high but I'm not sure. But they could get a straight up damage spell instead and then a leech. At least that way in 1vs1 combat you could probably restrict it too. But as Terron said leech was broken before. It's not really fair to be able to deal 200 damage and stay at top HP. It's something that would need more talks here though.
Reviving health per kill they get is a interesting one and would have to be thought out. It would also help them too. I would probably base it on the enemies HP and it would revive a small portion which should scale OK. I'd probably throw it for any deaths, including PVP too as it's easier to control then a 200damage leech spell.
I also intended to have them be able to revive people that removes -1 sickness (I.E. would have a cooldown of 5-10 minutes) but not sure how I feel about it yet. They obviously can't just insta revive everyone as that would be a nightmare.