FIRST ISSUE: Mana regen models
This ties into the prevalence of the lucky enhancements over every other one. It's not that lucky itself is particularly overpowered, as it provides much less in terms of raw reliable power than others, the primary issue as far as I'm concerned is that every class runs out of mana too quickly when using their abilities and, outside of CRIT, has no reliable method of regaining it. The added reliability of having mana means that lucky dramatically outperforms every other enhancement. Unless regen models are looked at, then even after being nerfed lucky will still be the go-to enhancement unless others are buffed to ridiculous proportions.
It feels awful having to stand there doing nothing for 10 auto attacks or more while trying to get mana without crits. You are locked out of all your spells and there is no longer anything you can do but watch your character whack at the enemy on-screen, and if that enemy is a boss likely get annihilated whilst wishing you had lucky enhancements for the crit regen to save yourself.
You will find this mentioned in nearly every single class I discuss in this post
SUGGESTED FIX: Transform crit-based regen on classes not intended to run lucky into something else, or provide a secondary means of regenerating mana other than a tiny increase when hitting or being hit. Something sustainable.
Every X hit, regain 1/4 or 1/3 of your maximum mana This alone would be useful in mitigating reliance on luck for classes that should ideally be using other things, regen could be toned down but adding anything at all on top of the small regen from standard combat things would go a long way to making more flexible paths for enchantment. This should be reserved more specifically for fighters I think.
Chronocorruptor Model Chronocorruptor has an interesting mana regen model, despite being overall lackluster as a class (I have it but have never enjoyed playing it, didn't pick it up until after its nerfs and it didn't feel fun to me). Granting increased regen based on a status effect from one of your spammable abilities also provides reliability. Of course, you may want to look at the spammable ability and tone it down to justify the increased mana regen and overall accessibility to stats other than crit.
Mana stealing abilities Throw this on to some of the self-healing spells that do damage or some other ability on the classes that need a little nudge to get into a good spot. Having an ability that does damage and returns mana on use might verge on too powerful and would need to be adjusted but many classes are so weak that such a huge change would probably only bring them in line with newer releases and make them actually fun to play. Even without restoring mana, many classes have an ability that just being free of cost other than its cooldown would do a lot for their abysmal state. As well, since the ability actually returns mana, the return doesn't need to be huge on top of existing mana regen models, since it pulls out on mana drain it could add just a bit more regen.
SPECIFIC CLASSES THAT ARE WEAK OR NEED CHANGE
(Looking only at the classes that I own. I could easily take a look at the kits and reception of other classes with some research but as it stands I'm sure many of them are already touched upon in this thread in some way! Even though by the looks of it many suggestions are a bit over the top. Plus this post is huge enough already)
I am aware that some of the classes that I touch on are... less than common, but I feel like it would still be worthwhile to take a look at them. There is a lot of missed potential!
This class has an alright kit to play, but suffers from an extreme case of MANA STARVATION. One rotation of spells is the limit to what this class can do. Why does it have three out of four spells that cost 30 mana? As it stands, even with consistent crits the most it can manage it one rotation and then one extra spell. You miss out on the randomness of chaos its kit is supposed to represent if you cant even cast the spells!
-Reduce the mana costs on its three standard abilities. 15 each would be reasonable, but even 20-15-20 would be a huge improvement over the current situation. Nuke can stay costly, I personally like the gamble to it.
-Give it a new way to regenerate mana other than on crits. Maybe for a rank 10 passive, give each of its spells a 40% chance to cost no mana? or a 25% chance to refund the mana instead of take it away? That would play well into the chaos and randomness theme it's got going on.
Cardclasher is by no means weak. But it only has incentive to use the first half of its kit. Raise the stakes doesn't do enough to justify using it in combat. As such, clash is also useless and just serves to drain your mana. I think Cardclasher is fine in terms of mana, although with the incoming nerfs to lucky that may change, in which case tossing a bit of mana restore over time onto the tapped version of vitality would be all it needs.
- Raise the stakes doesn't create a meaningful enough risk/reward! Especially with the fact you need to stack it and each stack costs more HP than the last. Recommend making it just a single stack spell. Have it duplicate one of the cards currently out, be it on yourself or your enemy, 50/50 chance. Tapping will then activate the standard effect on one target, and double the effect on the other. To go along with this the damage to self should be increased. Perhaps 300-400 self damage?
-Clash would need to be touched on as well with the changes to raise the stakes. Maybe a cheap form of damage that increases based on how low your health is. That would keep the whole stakes are high idea it has to it without adding extra power. It would actually be usable!
Why does it use the rogue regen model? It feels and plays more like a hard-hitting warrior than a rapidly attacking rogue, despite the kit seeming to be variations on the rogue kit with some more critty goodness. It just doesn't dodge enough. I wouldn't recommend increasing the dodge chance on it but I would recommend changing the way it regenerates HP. I remember in the post on release they were imagined more as a pack of piranhas, consistent high-ish damage over the highs and lows of other classes. They lack the ability to survive and make use of this consistent damage.
-For Amharach and every spell like it: GIVE US A VISUAL TO USE. With the combination of lag and haste increases it is difficult to track when to use the second spell in any rogue-like class' kit even if I'm counting in my head. If you ever decide to make debuffs and buffs visible in AQW like you have in AQ3D that would really fix this issue.
-Regen model. Evolved Leprechaun needs a way to restore their health. They don't dodge enough to make use of the rogue dodge regeneration unless you run a weird enhancement set on them and even then they dodge much less than a rogue would, and lose out on damage against large targets after the halfway point anyway. They like crits, make them heal when they crit! Maybe for a small percentage of their crit damage rather than a flat amount, something like 10% of how much damage you do on a crit. It would make the rank 10 passive that quadruples your crits feel even more effective on the rare times you get it.
-Otherwise I think evolved leprechaun has an excellent kit that would be really fun to play if it were actually viable for PvE, which changes such as those above would accomplish. It probably won't ever be viable for PvP and that's fine, different classes should do different things.
Outside of the very common mana regen issues that all non-luck intended classes suffer from, Defender is alright. It's designed to help its team and it does that well, all it needs is a bit of a bump to the numbers on it and it will be fine.
-Slower, heavier basic attacks. Their job is to be defending in heavy armor!
-Mana regen model: Give the defender more mana when it's being hit by a taunted enemy! Reward them for protecting their team by giving them the resources to keep doing so. Adds a bit more thought to the kit, as when they start to get low they will need to weigh the increased mana regeneration from continuing to get hit and hoping they will be healed up in time against allowing the enemy to shift targets, surviving more easily but gaining less mana.
-Defender should be tankier! Either drop the increased crit from the Veterancy passive and replace it with flat damage resistance, or give the defender a rank 10 passive that grants them around 30% damage resistance against enemies under the effects of commanding strike.
-Retaliation doesn't feel like it does enough damage in smaller fights. Instead of something like the total damage a monster has dealt, have it be that the defender gains the retaliation effect when you activate it, and after being hit 3 times retaliation is consumed and adds 50% of the damage taken while it was present to the defenders next attack.
Chunin is so close to being an awesome class! I love that it's dodging comes from weakening the enemy, it is extremely valuable in large bossfights because of that and really makes it feel like a ninja field commander making their allies more difficult to hit.
-Chunin has weird tradeoffs. Why does it have a passive that ONLY increases the damage it takes? It already is designed to be taking on multiple enemies. With paralyzing wind always hitting one extra enemy over your other skills you wont be able to debuff as much damage from the extra target. On top of that, chunin already is delicate and has no means through which to restore their own HP. Why does the rank 10 passive increase mana costs on all abilities when it is active? It's supposed to be a rare treat and not a nail in the coffin. You gain stats but are punished for using them. Get rid of the extra mana costs and make the r10 passive actually usable.
-Chunins unfitting regen model: Chunin needs lucky enhancement because without it, they run out of mana quickly and then die. They gain mana based on their own HP when they hit an enemy. On top of all the debuffs chunin is constantly under, the fact that they cannot reliably use their spells to stay alive means that they are doomed once mana runs out. They should be getting mana for every time they successfully negate damage from an enemy with paralyzing wind or spinning dragon on top of their existing mana regen. Something needs to be done if you want them building anything other than lucky. Maybe you could tack it on to Ninjas Gambit? Would make it feel more like a gambit, gaining health when you negate an attack by making them miss, dodging, or having it be reduced to 0, but taking more damage if you fail to do that.
Sentinel EXTREMELY WEAK
This class is all over the place and completely unusable as it stands. Down there with the original Dragonslayer class.
-Their heal is too small, even at extremely low health. You could use this ability at less than 10% health and have it be undone immediately with a single strike from a properly leveled opponent. Doesn't even refund A SINGLE TICK of adrenaline rush damage. It either needs a huge heal increase or an extreme reduction on cooldown from 6 seconds to 2. Or some more moderate combination of the two. Extremely weak.
-Adrenaline Rush is suicidal. Yes, the ability is strong. But there is not a single spell in the game that is worth losing over 1000 health to use. Four ticks of 390 damage each? What on Earth? Two of those and you're dead from full, even if you use your healing ability whenever it is up. That's not even factoring in the damage you're taking from whatever you are fighting. Even cutting the damage in half would still leave me dubious over whether or not the ability is worthwhile to use.
-The usual mana regen model issues Total HP mana regen is cool, but throw on something that makes it more effective when you are low HP if you want the class to be stabbing itself to death every time it uses its third spell. This would be a good place to apply the ever 3rd hit model, just have it only be when the Sentinel is below half health. They need the stats from tankier enhancements in order to have a hope of surviving their own self damage, but they will quickly run out of mana and not even be able to use their nigh-useless heal to stave off death any longer. Even if you buffed the heal and nerfed the self DoT, their current mana regen model will fail them and leave the class just as abandoned as it is presently.
Chronocorruptor EXTREMELY WEAK
Apparently it used to be really good, now it's essentially unusable. I've got a few different ideas on how to fix it. As a side note, the class itself is also very, very ugly.
-STILL MORE MANA ISSUES: Earlier I said chronocorruptor has an interesting mana regen model. Interesting doesn't mean functional. You need to be constantly applying chaos rift in order to even regen anything at all, and even then you don't get back much. Use any of your spells other than the EXTREMELY EXPENSIVE shiftburn and you a) lost all of your stacks and b) Can't apply them again for 6 whole seconds. That means that if you want to regain mana consistently you just have to stand there smacking and spamming your first spell for a very long time, and the rest of your kit locks you out due to either high costs or preventing you from reapplying your stacks. Something needs to be done to increase Chronocorruptors ability to regen mana. I would recommend giving a hard increase to how much you gain per attack while under Chaos Rift, as well as adding the standard amount for when you ARE hit under the effects of chaos rift.
Why do your abilities prevent you from reapplying stacks? Consuming them is more than enough drawback. You cripple yourself for a resonable buff from your abilities.
Very expensive spells. As if the terrible mana regen wasn't enough, Chronocorruptor spells are super costly. Shiftburn is a whopping 50 mana! On top of that your stack consuming abilities, while not only completely gimping your mana regen, also come with a hefty price tag. Make Chaos Rift Strike free, reduce the costs of the other spells. Heck, make chaos rift strike replace basic attack and just throw on a light, spammy, mana restoring spell instead. Saves you the effort of spamming a spell and would at least make the whole stack prevention thing not completely murder you if it really must stay.
Although no longer the best in show in terms of farming classes, still an overall excellent class. All it needs is a change to lead it away from lucky enhancements so that it can get the most out of its spell-based kit.
Spell-based regen! Pull darkside away from spamming lucky enhancements by making stacks of deep rage improve mana regen from attacks. You don't need to fully remove crit regen, as wizards do use it, but you should cut reliance on it. Make each stack of deep rage give you one extra point of mana per auto attack, so thats 5 extra mana per auto attack at maximum stacks.
Dark Caster (ORIGINAL) EXTREMELY WEAK
This class is very uncommon and has a relatively simple kit. However there is one simple drawback which makes it pretty much useless. Surprisingly, mana shouldn't be an issue if this problem is fixed, as Dark Conversion offers a nice health-for-mana tradeoff
-Unable to stack spell effects. Dark Caster is essentially locked out of half of their kit. Their spells rely on stacks, but have fairly long cooldowns for those stacks to apply, and you cannot cast your other spell during the cooldown because it would remove all the stacks of the first one! This results in a lot of sitting there, and a ton of the power of the kit being inaccessible. Allowing a caster to use all of their spells and activate both stacks with Legion strike would turn this class from very very weak into usable in most situations, if not the best in show at anything.
Ranged auto attacks This is Dark CASTER, not dark-person-who-hits-you-with-heavy-objects. It would be cool if they actually attacked primarily through "spellcasts." The same could be said for several other mage-like classes, including the starter mage class itself.
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< Message edited by bjorne -- 4/30/2017 2:34:32 >