I’ve been holding on starting this thread until the final beta to see the balance changes and play a few days to test them, so here’s my first post about mechanics and some abilities.
First off: invisible attacks like shaman spells, paladin’s hammer throw, bard’s baton throw need to be visible to every player so they can not only dodge them, but have a better understanding of what’s happening to plan strategies and whatever.
Another major issue is that guaranteed attacks and huge AoEs totally break the balance of the classes, they should either be dodgeable or do little to no damage in PvP (sword rush is a good example).
Here’s a list of attacks that in my opinion need a change:
- Arcane Missile: you can full teleport away and still get hit, also the fact that can be easily spammed made it the ultimate pvp weapon for mages. I think no aoe should have a higher range than half a teleport in order to have some chance of dodging it.
- Hammer of Retribution: it’s a guaranteed hit like the sword rush but unlike the latter, it does so much damage. My suggestion is to make it so when you press the trigger it starts a small aoe on the target’s position (with visual clue for the target like the bosses aoe) and after a second it will deal damage if the player didn’t move away.
- Bard’s passive attacks: my understanding is that if the bard hits you once, he will start dealing you passive damage from a max range of 25m. This likely needs a range nerf against players only (so it doesn’t affect pve).
- Scoundrel’s super: i honestly haven’t fought a scoundrel with its super yet, but it sounds way too OP considering scoundrel is a high-dps class and if all their shots would hit you (especially with fire/poison cards AND charged shot) i wouldn’t imagine having a little chance to survive.
- Scoundrel’s cards mechanic: Imagine if the rangers didn’t waste their piercing/poison when they miss… exactly, it would be completely broken. At the same way, the scoundrels should waste their current card if they miss the next shot. Right now the cards affects the next shot that hits the enemy but this way you can equip a fire or poison card and start spamming shots at the enemy until you finally hit them to deal a lot of damage and there’s not much they can do since they certainly can’t dodge forever.
Paladin OP!
I did a lot of battlegrounds so far and the ultimate weapon that pretty much everyone agreed on is the paladin. They take half the damage, they deal a lot of damage (Kamina was usually the one with the most damage, when a tank consistently achieves it there’s definitely a problem), they can FULL heal and if that wasn’t enough they also have invisible and guaranteed attacks (listed above).
Whenever there was a team with a paladin and a team without one, it was pretty obvious which one would win (unless that paladin is relatevely new to the class and not aware of its abilities).