Thread: Skill balancing
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Old 02-14-2011, 04:15 PM
Bluddy Bluddy is offline
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Join Date: Jan 2011
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I'll just post Alstein's post from the other thread, since he already put in a lot of effort:

Quote:
Originally Posted by alstein View Post
Ok, I'll list by class what I see as useless in the base game, starting with priests

Paladin Shield Bash- just an underpowered skill across the board
Zeal- not worth 6 pts.

Paladins need more in general I believe, Din's Additionals has some great stuff- though some of it is OP in my eyes.

Healer

Cure Poison- needs to be linked to a Cure Fire like in Din's additions, maybe even a Cure Acid.

Holy Shield - useful, but needs to be stronger or have longer effective time or less recharge time with level. This is a general problem with your skills.

Shaman-

Champion- recharge time too long

I'd say Shamans need more skills also.

Warrior-

Weaponmaster

Power Strike- skill isn't bad, but Perfect Strike is better for a higher mana cost, which is negligible, so it's underpowered in that sense. Maybe if you used devastating blow more, which I don't use, but can see a reason to use.

Gladiator

Cleave- the damage malus needs to go.

Savage Strike- unsure it's worth 6 points

Defender

Shield Bash- see Paladin

Revenge- seems too situational with too short a time to use. Maybe the skill should be automatic?

Retaliation- not worth 8 points.

Rogue-

Thief

Caltrops- too much cooldown time, maybe cut it by level some?

Concentration Skills- too much cooldown time here also

Trickster

Sleight of Hand- does anyone use this?

Feint- not worth 6 points, effect doesn't last long enough?

Assassin

Spot Vulnerability- too expensive

Critical Strike- should be automatic perhaps?

Fire Mage

Flame Blade- time should increase with level up to recharge time. 5secs/level perhaps

Ice Mage

Ice Armor- less recharge time/longer effect time by level

Concentration- why is this a 1pt skill for gladiators and 6pt for Ice Mages?

Permafrost- this is worth 8 pts how? It's nowhere near as good as the good 8 pt skills.

Magician

Blinding Flash- needs a slight power up or reduction in cooldown timer

Arcane Blast- should be quicker

Magic Shield- needs to be stronger, or less recharge time

Arcane Drain- should perhaps give the caster life and have duration increased to 10 secs?

Arcane Swarm- horrible at 8pts. Needs to do vastly more damage.

Archer

Marked for Death- vastly overpriced at 6pts. Might be worth 1 or 2.

Hunter

fine

Druid

Mana Regen- needs to be a passive effect- not a spell, or have its effect increase by 1min/level until it reaches 5.

Conjurer

Curses- need either a range increase with level, or a separate skill for 2-3 pts which increases radius by 2 ft/level, capped at 7.

fine, but needs an additional skill

Necromancer

Lich- could stand to be cheaper, or a stronger effect

Sorcerer

Chain Lightning- needs to work on more targets

Thunderbolt - if stun is nerfed, lightning mastery should work on it

Ball Lightning/Lightning Swarm- need more effectiveness

Reaver

Charge, Rampage- need cooldowns reduced by level
Breach- needs to be cheaper 4 pt skill perhaps


Warden
Shield Blast- why is a 3pt skill= 1pt Shield Bash for other classes, and Shield Bash underpowered as is?

Shield Sweep- for 8 pts should have a minimal recharge time

Wards- should also have recharge reduce by level

Demonologist

Inferno- underpowered, should be a toggle (maybe have it drain mana until you turn it off)

Blood Sacrifice- damage you take should go up by less per level. Maybe +1 per level, otherwise fine

Blood Rage- underpowered at 6 pts. Maybe should be automatic

Circles- should have reduced recharge time by level.
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