Ball cast time from 0.9 to 0.5.
-Ice Blast cast time from 0.6 to 0.5.
I don't see how being able to move makes it more viable. You can still move using Magic Blast. Lets also avoid making FireBall a 9 second nuke, it already does a nice amount of damage.
Magic Blast completely obliterates Fire
Ball as a single target skill currently, so let’s not fool ourselves here. Who
in their right mind would prefer to use Fire Ball with a minor cast time buff
if Magic Blast still completely obliterated the skill in terms of actual DPS?
You’re being completely unrealistic. The skill doesn’t do a nice amount of
damage at all when you go up against an opponent with actual magic defense
stat, and seeing how gamigo constantly escalates magic defense of everyone to
ridiculous levels, magic dmg buff for mages is necessary to keep up with that.
Making Fire Ball „a nuke“ is beneficial since it will let mages combo better
without getting punished over it, and I’m not entirely sure where did you get
that Fire Ball is 9s CD when in fact its actual CD is 17s (That is unless
you’re talking about skill empowerments, but if those come into play, then I
hope you also realize that for 5 skill points for Fire Ball you also have to
give up something else, and that’s not exactly an easy choice on a mage). Also
Ice Blast never really needed a buff to begin with since its slow effect is
quite OP, so being able to use it while moving now just makes it even better
-Electronic Shock cast time from 2.0 to 1.0.
One change at a time. It can be buffed again if necessary.
Complete waste of a rebalance step. The skill itself doesn’t even inflict any useful or major debuff, but it rather does something very useless, so unless the cast time disappears completely, there’s just no reason to incorporate this skill into the mage playstyle.
~Lightning chain no longer bounces, instead damages the area around the target. Target casted on gets stunned for 2 seconds. Cast animation halved.
I will go ahead and say that it ISN'T fine. The ability just isn't justified as a PvP ability. The ability isn't very good at damage unless between two targets and you currently can't cast other abilities while its bouncing. Iry Set is too niche to be considered here, and sleep is not a stun.
They suggested a while ago on their old rebalance page that they will rework the skill so that it will chain even with just one target, so maybe just suggest that instead of an unnecessary rework? And if the animation is the issue, ask for the animation to be adjusted so it plays better? Not a good reason to give Warlocks another CC. Doesn’t matter that sleep is not a stun, it’s still a control effect and very useful at that. Iry’s Blessing can be niche, but it’s something that works and especially so on a mage.
-Increase Mace damage.
Too much work to do when they can just buff damage. If you just swap the weps then you need to buff Guard dmg.
Complete nonsense. Swapping weapons for both prestiges is easier since they just need to change a couple variables to swap class requirements and then swap existing maces for hammers and vice-versa whilst keeping their stats and everything so players don’t feel scammed that they lost their weapons. With this mace buff gamigo has to come up with new damage values for each mace in the game and go against the point of weapon diversity. By increasing mace damage, guardians can likewise ask for attack speed boost and it will be equally valid in this context, but it isn’t the right way to reach the balance. Like I said, simply swapping the weapons for both prestiges would iron out the disparity that Outspark hastily caused with their makeshift prestige splits.
-Awaken has increased healing on self. Cooldown from 12 down to 10.
Awaken is currently one of the best healing skill I don't know why you aren't sold on this skill. "Every other skill is just straight pathetic" compared to heal.. Yes that's why it was nerfed. "Forces me to go through convoluted strategies to keep a target alive" that's the point lol. And it's not that convoluted really. You might have some tougher moments where you use every single button at the same time, but I guess its funner to use a single button consistently. Rejuvenate heals more than Heal. Currently used as a backup heal when necessary, it's not to be used off cooldown like old Heal.
Awaken, one of the best healing skills you say? I mean sure, since there aren’t many competitors when it comes to healing skills to begin with, but that doesn’t make it a good healing skill. Tell me, what’s the point of Awaken when it barely heals 1.9k HP at cap in a small radius when players commonly have 20k HP if not much more and lose this amount of HP just about instantly? Awaken is very weak and is essentially just better Recover due to better cooldown and animation speed, but that’s about it, the skill isn’t good and I’m definitely not sold on it. Spamming Awaken with sets isn’t even possible anymore since it had its cd increased by so much. Heal’s cd was increased purely because gamigo considered heals too strong for PvP, not because other heals were bad compared to it. In fact, in their old rebalance drafts, they wanted to add 2s more cd to both Heal and Rejuvenate, alongside Awaken and only really wanted to buff Recover, which had been the worst heal all along, so this is not an argument of anything. These comments make me think that you are not an actual cleric player, because what you say makes no sense. Why clerics prize their base Heal so much is the fact that Heal is actually the only good healing skill in this game, because as I said earlier, both AoE heals heal for too little and have too huge cooldown, and Rejuvenate is just lesser filler Heal that heals more, but at the cost of lower casting distance, much greater cooldown, much slower animation time, and also greater SP consumption. There is no way you can form a healing chain now when most of your heals are constantly cooling down, meanwhile with pre-nerfed heal it was possible to keep constantly healing without having to be a sitting duck so often.
-Skill Cleanup: Stoneskin, Sacrifice combined into one.
-Skill Cleanup: Endure, Immune combined into one. Stays as Holy Knight only upgrade. Immune effect no longer gets upgraded past 100.
This one kinda irked me a bit. This just shows that it is hard for Gamigo to balance this game at all not because its a hard topic, but because people can't take a small change like this. Stoneskin/Sacrifice are both self party buffs that last an hour. Stoneskin=47 and Sacrifice=60. You really are not going to lose anything from combining these abilities, it just frees up a button. This isn't killing off Immune, it's just keeping the resistance %s from inflating (which it did). As a result Archers got their DoT damaged buffed heavily. Cornelius's poison will not be affected by this at all as it is 100+.
Again, this is just something extremely short-sighted. Simply freeing up a button doesn’t mean it’s a good balance change. For starters, it makes completely zero sense to merge these two skills when they have nothing in common, so it wouldn’t work out for this reason alone, unlike with merge of Detoxify and Styptic where the two skills share common grounds in the terms that they reduce DoT damage, each for different kind. Reason why I’m saying this would kill Stoneskin is that if Sacrifice’s cd and level requirements took over, the skill that is actually valuable, aka Stoneskin, would take a huge blow in terms of viability, whereas Sacrifice, which is really not beneficial to the party, wouldn’t really have anything changed about it, and one could argue that this merge can even be detrimental since the vast majority of the game are gladiators who are upset if they get fully healed, even by a useless ability like Sacrifice. So what do I do if glads ask me to not use sacrifice merged with Stoneskin? It forces me to not use a good skill (Stoneskin) just because it’s bundled with a very useless skill (Sacrifice). No, thank you, I’d rather keep these skills separated and I’d rather give up on Sacrifice alone rather than both of them, so no, you’re not helping me in the very least. Also this proposed change to Endure and Immune is pretty much killing off Immune, since you’re inhibiting its value growths when none of that is needed in the very least. In a hypothetical situation where Immune rates are too strong (they aren’t), one could always just change Immune’s effect for it to provide DoT protection rather than resistance/immunity rather than just nerfing it in % values to make DoTs very rarely viable. Additionally, if Immune resistance rates upset you so much, what do you say to the Poison/Illness resistance and immunity pots which you can get in the game? Are they fine with you or what? Archer DoTs weren’t buffed because of the resist rates, Archer DoTs were buffed because they were too small and because Archers overall were very weak, so nice try.
-Benediction cooldown from 1:20 minutes to 30 seconds, increase damage.
Buffing cooldown and damage on a 1 minute ability cooldown goes a long way in terms of using it in your rotation. Heal Block isn't a bad thought.
Benediction was never a skill worthy of such cooldown to begin with when its base damage sucks so bad and when it’s just plain damaging skill with no secondary effect, so me suggesting it to give it an effect would make this skill much more valuable than it currently is.