First THANK YOU for "fixing" the pet damage.
- The idea that Pets give buffs now is a nice way to make Summons more attractive, the one thing i dont like about it. It kinda takes away our only option to swap protected from Non-awak to Awak for nw/siege since it would unsummon our pet aka remove the benefits from it.
- The Animation of the changed W+Rmb is to long even for a range poke skill. Maybe make the Animation faster if you use it after S+RMB
- The gap in the end of the S+Space skill is still there, i dont think the skill would be to broken if it wouldnt be there. And maybe give it smth like the wizard has, that it is "smoother" linked from certain skills.
- Downsmash on S+Q, really cool gives some good combo potential. Still not really happy with how the skill looks, but that might just be me.
- QoL idea would be to give our E (Toxic Flood) the same treatment that S+Q got today, so you can target it where your cursor is
Overall i'm pretty happy, just needs a lil bit more adjusting. Hard to tell if the damage might be to busted now with the pet damage changes and the extra hits from having a pet out.
there's a lot of strange things with this "reboot".
I know that awak need a lot of work. But other aspect of the class need to be looked at.
1) bug.
In succ, we can be locked in the block animation, mostly in pve. It's know bug.
Magical Absorbtion fail a lot on big hit box (boss).
Spell have difficulty to work past mid range. It's a know problem and not class specific but it would be nice to have a word on it.
2) outdated skill
Staff attack, Dagger Stab and Resurrection.
I had hope that they would have been replaced by real and usefull spell.
Magical Shield.
Can you remove the mana cost ?
3) Out Off Mana
What are we supposed to do ? Staff attack ? Running in circle waiting fit our CD ?
Yes it can happen with failed mana absorbtion, a miss click on magical shield. Most of us don't have infinite mana potion.
We need a spammable ranged spell with low damage, no cost and a little bit of mana steal. Not a slow melee attack that will get you killed.
4) Animations.
Yes, it's better than before but we still have a lot of half second standing on a lot of spell (mostly main weapon).
And you need to look at Meteor Shower. It's a suicide most of the time in PvE. The front guard is won't last the very very long animations. Balance isn't a good reason to not change it (look at Sage ...).
5) Evasion, Kitting tools and Range.
Fact : Witch is a melee class with some mid-range spell.
Awake is a little better and Succ has a lot of self-centered AoE or mid-range spell at best.
There's ton of pvp feedback and they work in pve too. the best example is our vaccum spell. It "gather" mob at melee. it's ironical for a caster with long animations and little defence.
It would need a lot more work than adding range to 2 spells to make it work. It's a good change even if the will be cast mostly between melee and mid-range.
At least, give us the missing evasion.
6) others
Why changing Frigid Fog:Control to only freeze in PvE?
Was it that good in PvP that it need a nerf?
In PvE, either mob can't be frozen or you don't want to freeze them (because of damage reduction)
Where are those "lore" skills like recent class have ?
I hope it's not the Ressurection spell. because you will need to rexork Witch lore then ...
Feedback + Changes I personally would like to see implemented in the Awakening Witch Reboot!
Feedback:
- Baptism of Lightning:
The new Animation looks awsome! Good job PA! :D
But now we got a long cast time + huge damage ability, which makes it bad in PVE and 1v1 as its bad DPS and a grab magnet. A second Meteor is definetly not what we needed!
Suggestion:
~ Add an option to fast cast Baptism of Lightning (BoL). For example you have to first cast Voltaic Puls and then you get to fast cast BoL! (So you trait in context of small scale and large scale, you need to use Voltaic Puls first for the fast cast option of BoL. Therefore if you dece to Teleport in after you use BoL you now don´t have your best skills off cooldown)
- Elementalization:
~Reduce the unnessasery long end animation of Elementalization
Since Baptism of Lightning doesn´t move us anymore, we still don´t have a skill beses Teleport to use as movement to get from A to B. (Currently its more efficent to put our weapons away and run)
~ Add the option to cast Elementalization in any Direction and not just backwards.
- Flow Magical Evasion:
With only Elementalization added to our kit, awakening Witch is still missing on in-combat and out-combat mobility. Elementalization d only give an option to retreat which will probably mostly used in large-scale and small-scale pvp and in certain situations in 1v1.
~ Maybe conser adding a seperate part to this skill which has its own cooldown.
Protection: the full animation is I-frame
Cooldown: 13 sec
Cost: 300 Stamina
- Newly added Pet Buff (‘Blessing of Gor’ ; ‘Descent of Tet’):
Nice ea to make the pets more relevant but not turning them into a gimmik. Good job PA!
~ Also add Yoke of Ordeal to ‘Blessing of Gor’
~ Also add Detonative Flow to ‘Descent of Tet’
- Call of Earth:
Its kinda good now in PvP and PvE now i guess. Since I don´t have an GLab account, I can´t if its possible to put Add-Ons to the skill if not, let us put Add-Ons on this skills.
Improvements I would like to see in future Awakening Witch Reboot changes:
Changes to Base Stats:
Over the years our HP Pool good larger and larger while the MP Pool stayed the same, so
~Improve the Max MP of our Mana Pool by 200%
Awakening Witchs kit is alot based around FG, but nowadays with so much damage everyone deals our Frontal block gets depleted after trading 1-3 skills with the enemy.
~Increase the Frontal Guard Health of Witch by 100%
Witch struggels surviving her base defensive stats are rather low and also has no defensive passive.
~ Conser to improve the Witch base defensive stats by abit and conser to change already existing passive or add a defensive passive.
Changes to Movement:
- Teleport:
~ Change the cost of casting Teleport from 50 Mp to 300 Stamina (same for Ultimate: Teleport)
- Flow Magical Evasion:
~Increase the animation speed by 20%
~Increase the movement distance by 50% (while not having a longer Animation than before)
~Let us cancel out of every end-animation of all our Awakening Abilities with Flow Magical Evasion!!!
- Absolute Earth´s Response:
~Add SA to the full animation of the skill
~Improve the skill range by 50% so the skill can hit enemies further away
Now to the Important stuff:
Stance swifting between Awakening kit and Pre-awakening kit was always one of the most fun things to do when playing BDO. Sadly not all es have good transitions between both specs, Witch is one of them.
~Let us use Earth´s Response from Awakening out after we cast Flow Magical Evasion (Auto swap from Awakening to Pre-awakening)!
~The same thing the other way around, if we cast Absolute Earth´s Response from Pre-awakening and then se-dash afterwards we get directly into Flow Magical Evasion
- [Idea for a New Awakening Skill] Reversal of the elemental flow:
After certain skills (Equilibrium Break, Thunder Storm and Yoke of Ordeal), Witch has the ability to teleport to our pet's location, and the pet is teleported to our original location.
It also has no collision while moving
How to activate: press Rmb at the end of Equilibrium Break or Thunder Storm or Yoke of Ordeal
Protection: the full animation is SA
Cooldown: 5 sec
Cost: 200 Stamina
Improvements to Combo-Ability, Animations, DPS and Tactical-Elements :
- Fissure Wave:
~ Fissure Wave should work like this, if you cast Fissure Wave and then press RMB during any part of the skill animation, the animation will skip to the exposion part at the end (Flow Perfect Sign part of Fissure Wave).
It will give the player more control over the and also adds a tactical element by giving the player the choice of either attempting a fast KD or doing overall more damage.
- Lightning Blast:
Currently, casting Lightning Blast after Detonative Flow (DF) or Flow Magical Evasion is often a waste, as you miss out on half the damage of the skill, and it makes it also harder to do an extended combo since you "waste" so much time to cast this skill. Then you have to Teleport to your opponent anyways since Witch doesn´t have enough range damage.
~ Changes to the 1. Blast: Increase the speed of which the first Blast takes to cast. so that we can reliable get air attack. (Right now, if you aren´t input the skill after DF you are missing out of the air attack modifier)
~ Casting Lightning Blast after DF or Flow Magical Evasion will combine both Lightning blast into one big Lightning Blast (Currently you get punished by casting Lightning Blast after DF)
- Protection of Crevice (Q-Block):
~ Add animation cancels of other awakening abilities to it
QoL: The Ability shouldn´t stop casting itself after 5sec
~ After casting the Ability the Block will stay up continuously
Add an option of choosing between the Resistence buff and an All DP self-Buff. Currently you can only get a Resistence self-buff which is situational.
~ Add a self-Buff of +25 All DP for 10sec
- Detonative Flow:
Alot of es got more movement distance so you have to stay somehow further away from them.
~ Increase the max distance the skill can target by 20%
~ Add an Debuff of -6% Accruaccy to target for 10sec
- Yoke of Ordeal:
Maybe look into the distribution of the damage from this skill, since it comes out really delayed.
~ Also let us cancel out of the animation with Flow Magical Evasion at any point!
- Equilibrium Break:
Its hard to use in PvP since the skill gives no real benifits over other skills we have in our kit, also the amount of the debuff is outdated.
~ Change the current debuff to an Debuff of -30 AP to target for 15sec
~ Reduce the time it takes to cast the skill by like 20%
- Trembling Thunder (Rabam skill):
Adding a Downsmash to this skill won´t make a diffrence, because the skill animation takes way to long for being unprotected + low damage.
~ This skill either needs be protected or a diffrent animation!
Also by adding Downsmash to Call of Earth it makes this skill even more irrelevant!!!
- Mana Arrows (Rabam skill):
First part of the animation does okay damage but the second part doesn´t. In context of PvP its rarely used!
~ Reduce the PvP damage reduction modifier from 65% to 35%
~ Add SA to this skill
And either
~ Increase the damage of the last part by ALOT and maybe add a debuff/selfbuff to the skill
~ or let us cancel out of the second part with any Ability we want!
- Pet CC (no skill icon on skill tree):
Suggestion from Sesselfurzer.
My last Suggestion is changing the Pet CC by replacting how the "Command: Opening" ability works for Nova, this would resolve the problem pressing RMB whilst targeting someone and the pet just does not cast the CC.
The witch/wizard Pet CC overall is very clunky currently and becomes more difficult to make use of as more spells with RMB as a keybind are added to the , being able to place a command on our hotbar to issue a pet CC will resolve these issues immediately
Improvements to Pre-Awakening Abilities:
- Overall for Pre-Awakening:
Witch Pre-Awakening is rather old and alot of skills aren´t up to date now.
~ Make the kit feel less clunky and update the effect of skill animation by alittle!
~ Add more damage, more range, shorter cast time to all Absolute skills
- Absolute Meteor Shower:
~ Fix the auto hit detection of this skill pls. Currently its really inconsistent in detecting hitting enemy even if you target them!!
Also conser giving us an lesser Succession version of Meteor Shower: Focus instead of Meteor Shower: Areal! It would help Awakening Witch in 1v1 and Pve since it does more DPS and is also for the full animation FG. The current version of Meteor is just helping us in large scale where we already are strong enough.
~ Change Absolute Meteor Shower into an lesser version of Prime Meteor Shower Focus!
- Sage´s Thunder (Rabam skill):
~ Fix the auto hit detection of this skill pls. Currently its really inconsistent in detecting hitting enemy even if you target them!!
~ Also conser to make an more impactful animation for this skill, since its one of our core abilities in Witch kit
- Absolute Frig Fog / Earthquake:
~ Maybe improve the effect of both skill animations, they are outdated
Also both skills are only used to extend your SA rotation or to fish for a CC. So either
~ Both skills should have the same damage reduction SA effect as the awakening SAs.
or
~ Increase the damage dealt by these skills by quite abit
~ + speed up the animation of both skills
- Absolute Dagger Stab:
Rework the skill! Suggestion from Helegnes.
~ Sacrificial Dagger: To reflect on the ical interpretation of a witch’s ceremonial dagger, apply a debuff to target; upon taking damage from the witch, 30% of damage dealt is returned to the witch as life-steal. This would buff witch’s combo strength, similar to other es with high-lifesteal potential in their combos, such as lahn.
~ Soul Stab: The witch stabs the target, grasping their soul. This would be a grab-stiff, that is to say, a grapple followed by a stiff animation. Consering the strength of grapples, and the ability of witch to teleport, proving her with a downing grapple would be too strong. That being sa, this would prove her with an extremely risky grapple for use against immobile targets, such as shield es. It would also link nicely into Earths Response or other pre-awakening CCs.
- Lightning Arrows (Rabam skill):
This skill hits like a wed nuddle and feels clunky to cast.
~ Improve the damage of this skill by ALOT
~ Lower the CD to 9sec
~ Let us instacast Absolute Multiple Magical Arrows or Pre-Awakening Lightning Abilities afterwards!
- Absolute Blizzard:
~ Fix the Fps drop when using this skill, til then i will have it locked!!!
Improvements to Support Abilities:
- Magical Shield:
It´s really inconvinient to get changed to Pre-awakening whenever you use this skill
~ Let us stay in Awakening if we use Magical Shield from Hotbar!
Also currently the skill kills you in PvP since if you survive a combo because of using Magical Shield you are still out of Mana and die afterwards. So like I already mentioned above increase MP Pool of Witch and give both Teleports Stamina cost instead of mana cost.
- Resurrection:
Rework this skill pls! It´s not working...
- Healing Lighthouse and Sage´s Light (both big heals):
These heals are too strong, especially in the context of Large Scale PvP they accel. Instead of Healing all 3 ticks of the skill, conser giving each tick a diffrent buff.
~ 1. tick: Selfrecovery of +30% HP and 40% MP / and +15% HP and 20% MP for allies
~ 2. tick: Selfbuff of +15 All DP and +10% Evasion for 15sec / and +10 All DP and +6% Evasion for 15sec for allies
~ 3. tick: Selfbuff of +800 Max HP for 30sec / and +400 Max HP for 20sec for allies
~ change it to max usable to 5 people (yourself and 4 other players)
Here are my thoughts on the new changes for this patch.
Magical Evasion CD Buff: Helpful but I still really wish it were an iframe (even with a longer CD). The reason being it is super inconsistent with how it works in tandem with its PvE iframe and the interaction with pets, suctions etc.
Earth's Call: Downsmash is interesting but the skill on GL is currently weird in that the damage comes way after the rock animations. I'm talking like 2 full seconds after cast. Not sure if it's a bug or intended, but the damage does not match the animation.
Baptism of Lighting: This is a really weird skill now. It now acts as a ranged ability that has about the same range as detonative flow - but I don't think you can follow up on a detonative flow catch because Baptism has an absurdly long cast animation. It basically fills the same gap as lightning blast but with a way longer animation, CD, and split damage (albiet with higher base damage). I don't really understand what the purpose of this spell is anymore. Also I really hate the animation. In my opinion, even a copy paste of Sorc's Crow skill would be better.
Elementalization: Good change with the animation speed up, but please just remove the unprotected animation lock at the end. If this skill were an iframe I'd understand it, but for an SA skill with a 15s CD?
Gorr/Tett Changes: I'm a big fan of this addition but I'm worried that Tett is just better? I could be wrong about this one and time will tell, especially given that the equilibrium break buff actually makes the AoE quite big. That being said, I will always consider SA to be superior to FG with the Corsair block deny in the game now. One thing to note is that Tett buffs the number of hits on Voltaic Pulse, but Voltaic Pulse is still a 2 "skill" spell with its flow and so the 3 extra hits is actually less damage than say on Thunderstorm which got its flow combined with the main skill. Also there's a bug where when you use thunderstorm with Tett out he gets infinitely summoned and stuck.