Day 7 (Yay for one week?)
Problem: Awakening witch's pre-awakening lightning storm skill, as well as chain lightning, are extremely outdated both animation and damage wise.
Solution: Rework these two skills into something meaningful; perhaps allow lightning storm to be cast from hotkey as a combo filler piece, while retaining the unprotected CC. Chain lightning used to see use as a revealing spell, but now is only an inferior pve pull; allow it to regain its function as an anti-stealth skill by increasing the effective range of the initial projectile as well as the consequent chains, to reflect the increased engage speeds of the current game state. Additionally, shorten the time between concurrent stiff CC checks during the skill, creating a true gap-catch field, to reward the vulnerable static unprotected casting nature of the skill.
i admire your work, but global labs updates claim its more important to fix a random rock in some grinding spot and that tanky clases need to get even better whale pots and elixirs. (which we cant even put on our hkey slots coz there aint enough of them)
I haven't actually played my Wizard in a while and used the new Magnus skill, but I've definitely been enjoying the Witch's new skill Earth Eruption. Good damage, good protection, good animation.
I'd definitely swap Rabams with Wiz in a heartbeat.
If all the changes you mentioned last were implemented, then I do believe they'd essentially provide the same amount of utility as split TP and I'd support taking that route as well.
No fighting here, just spitball.
honestly at this point they should make all our rabams/magnus skills choice skills and let players decide what they want. hell even grab/block skill should be choice. id even reroll to actual boob class then as deto flow is just too good to pass up on :D
Day 8
Problem: Since the changes to witch's interaction between her A/D+C swap and her forward movement, certain key sequences can lock her in her sprint animation, as well as disable the use of hotkeys until she stops sprinting.
Solution: Refine the initial bug-fix that was performed on awakening witch's C swaps, to remove these new hinderances
Day 9
Problem: awakening witch requires longer to use her slow pre-buff skills than most classes when spawning with respawn protection, limiting her already limited movement options with regard to reaching a safe position.
Solution: rework the pet blessing to linger through death, and to automatically resummon the accompanying pet. Additionally, consider enabling the automatic cycling of magical shield and speed spell, or alternatively making these skills permanent for the caster.
Day 9
Problem: awakening witch requires longer to use her slow pre-buff skills than most classes when spawning with respawn protection, limiting her already limited movement options with regard to reaching a safe position.
Solution: rework the pet blessing to linger through death, and to automatically resummon the accompanying pet. Additionally, consider enabling the automatic cycling of magical shield and speed spell, or alternatively making these skills permanent for the caster.
both pet blessings should be passives and perma active. pets should be immortal since thier damage is cosmetic anyway vs geared people. pets should also get to profit from corrupted crytsals and %dmg modifiers via buffs.
speedspell should give 10% speed to caster (keep same for allies, or even reducebuff a bit)and other 10% should be given via a passive.
make first tick of heal protected.
make magnus skill cancel all skills that dagger stab did.
make wizards magnus same as witches.
give witches option to pick grab or block awaken skill, and vice versa.
modernize preawaken spells and how their target hitting works.
make elementalization full iframe.
if awakened specialziation, make magical shield increase duration by 10 seconds.
make Flow:Magical evasion have 2 charges.
allow teleport to cancel all awakened kit since its so big cd anyway.
lower teleport cd by 1 second for awakened specialization.
fix class vs class modifiers.
and also, add some stupid %evasion buff somewhere in the kit and/or give us a passive like sorc has.
Skipped a day; Whyso's post sufficed for quite a few topics.
Day 10
Problem: Witch is often reffered to as a support class, but has seen multiple nerfs to her support capabilities over the years. In more recent times, this has left her with inferior support capabilities to other classes. One example of this is Healing Lighthouse, which used to be a % based heal, becoming a flat-value heal. With current top-tier HP values being what they are, the result is that an intended smaller heal (such as our own Healing Aura at 20%, or valk heals) heal comparable amounts to a full three-tick healing lighthouse (2.2k healed @20% compared to 3k healed from lighthouse for an HP pool of 11k).
Solution: Revert the changes to Healing Lighthouse, reintroducing the % based heal for it and the sage's light rabam. Additionally, update the skill effect animations similar to speed spell and awakening buff, to better display the maximum effective range.
Skipped a day; Whyso's post sufficed for quite a few topics.
Day 10
Problem: Witch is often reffered to as a support class, but has seen multiple nerfs to her support capabilities over the years. In more recent times, this has left her with inferior support capabilities to other classes. One example of this is Healing Lighthouse, which used to be a % based heal, becoming a flat-value heal. With current top-tier HP values being what they are, the result is that an intended smaller heal (such as our own Healing Aura at 20%, or valk heals) heal comparable amounts to a full three-tick healing lighthouse (2.2k healed @20% compared to 3k healed from lighthouse for an HP pool of 11k).
Solution: Revert the changes to Healing Lighthouse, reintroducing the % based heal for it and the sage's light rabam. Additionally, update the skill effect animations similar to speed spell and awakening buff, to better display the maximum effective range.
id prefer them actually making us decent standalone class now that our biggest 4sec+ cast time heal does below or close to 30% hp on actual meta classes liek zerkers, shields etc.
we dont deserve to be gimped anymore due to our existing utility (hell even in PA we die fast, not tomention during its cast). nerf speed spell for allies a bit, give us some survival tools, call it a day.
Day 11
Problem: awakening witch's Q cancel applicability only works for her detonative flow skill in awakening. As she is by design a forward guard reliant class, which in the current meta takes huge amounts of damage from her pseudo melee playstyle, it makes sense to give her the option to use her Q cancel for her primary SAs.
Solution: allow awakening witch to cancel all awakening skills with her Q block.
Can I join this party even though I'm a wizard boi?