Post:IMHO about what needs work. - 06/02/2013 - 23:53

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Re: IMHO about what needs work. · on 06/02/2013 11:53 PM CDT 3272
Some of the balancing is necessary to split things up so we have more options than just OF boost (which is currently mostly to-hit and a little damage) or Damage boost. Independant modifiers for the to-hit calculations would be a nice start.

Barbarian abilities have 2 caps. One is when you've capped potency, and the other is when you've capped duration. I don't know offhand where Serenity falls, but when capped a player will need over 66% of the spell's integrity present to bypass your shield. It is difficult for a mage to fully prepare a spell and spend the time harnessing 10s to 100s of mana to cap it without you interrupting them.

If you throw up a Swan you'll block any spell no matter what. Of course, Swan has a downtime. So a smart caster could drop it with a snap cast spell then go in for the kill. But how many casters can fully prepare and harness the mana necessary to cap out a spell, within 15 seconds? This is where player skill comes into effect.

I'm looking at ways to make Serenity avoid nuking your IF from beneficial and pulsing type spells. Several options exist, such as a cap on how much IF can be lost per minute, ignoring harmful spells only, or a small reduction in effectiveness for removal of the IF hit. We'll see how it turns out.

This message was originally posted in The Barbarians \ General Discussions - Barbarians, by DR-KODIUS on the play.net forums.