The current set of mechanic changes were based around the following principles:Miszczu5647 wrote:So you trying to give more life to hybrid build?
I would love to see this to be viable options to play.
- Minimal changes to implementation of existing skills. Changes are driven by mechanic.
- Supporting primarily heal-favouring and mixed builds.
- Respecting as much as possible the original intent of the mechanic.
- Improving potential to heal allies while being forced to kite.
- Working to reduce 1on1 potential where possible.
The changeset looks like this at the moment:
The bonuses received by abilities from the career mechanic are now implemented in the following manner:
- + Only one mechanic point is consumed, rather than all points.
- + Bonus stat contribution is derived from a factor of your total bonus stats from items, if this would exceed the contribution from the ability's normal scaling stat. Reduced stat contribution works as normal.
- + The cast level is always equal to your own level.
- - Your healing received from any ability receiving a mechanic bonus is reduced by 75%.
- + Effectiveness increases by 25%.
- + The cast time is reduced by 40%.
- + The AP cost is reduced by 40%.
- + These abilities can be cast while moving.
- + The healing value is 350% of the damage dealt.
- - Stat contribution is removed.
This is not available for general use on live, and is currently assigned to a toggle command. If I were to make the changeset available for general testing / use, I would assign it to an item which would allow players to toggle.