[AM/Shaman] Yer Not So Bad
Posted: Thu Jun 21, 2018 3:03 pm
Hello, I would like to adress the Ability 'Yer Not So Bad' (and it's AM counterpart) and what I belive it's flaws are and to get a discussion started.
Short info on the ability:
Cost: 50 AP
Effect: 180 AP steal from target over 9 seconds
CD: 10 seconds
Range: 100 ft
Cast time: Instant
Issue: High AP cost coupled with high chance to be disrupted.
The high risk with casting it and having it disrupted can be devestating since it takes both 50AP and 1 gcd, making it a too big of a random element.
The Proposals
First off all, my main proposal is to make it un-disruptable, below i will explain some examples on what I belive to be fair nerfs to the ability to counterbalance the undefendable aspect.
Proposal 1: Up the AP-cost
Up the AP-cost to still retain a high risk, high reward playstyle. At the moment it takes 3.6 seconds before the AP used is regained, if this were to increased to something like 5-7 seconds, the risk would still be present.
The balance of risk and reward are kept, however, it might prove to be too powerfull if in a group with another class that grants AP(and thereby removing the risk).
A solution to this might be to lower the draining aspect of the skill, so that it offensively isn't as potent as it is today.
Proposal 2: Up the CD
Quite simple fix, upping the cd to around 30 seconds would change the nature of the spell somewhat, shifting the risk part of the ability to knowing how/when to use it.
When fighting 6v6 this change would add another layer of power to the "kill-window"(AP-drain healer when the other healer is staggered etc), which could prove to be too powerfull. A combination of Proposal 1 and 2 might be a good solution for this.
Short info on the ability:
Cost: 50 AP
Effect: 180 AP steal from target over 9 seconds
CD: 10 seconds
Range: 100 ft
Cast time: Instant
Issue: High AP cost coupled with high chance to be disrupted.
The high risk with casting it and having it disrupted can be devestating since it takes both 50AP and 1 gcd, making it a too big of a random element.
The Proposals
First off all, my main proposal is to make it un-disruptable, below i will explain some examples on what I belive to be fair nerfs to the ability to counterbalance the undefendable aspect.
Proposal 1: Up the AP-cost
Up the AP-cost to still retain a high risk, high reward playstyle. At the moment it takes 3.6 seconds before the AP used is regained, if this were to increased to something like 5-7 seconds, the risk would still be present.
The balance of risk and reward are kept, however, it might prove to be too powerfull if in a group with another class that grants AP(and thereby removing the risk).
A solution to this might be to lower the draining aspect of the skill, so that it offensively isn't as potent as it is today.
Proposal 2: Up the CD
Quite simple fix, upping the cd to around 30 seconds would change the nature of the spell somewhat, shifting the risk part of the ability to knowing how/when to use it.
When fighting 6v6 this change would add another layer of power to the "kill-window"(AP-drain healer when the other healer is staggered etc), which could prove to be too powerfull. A combination of Proposal 1 and 2 might be a good solution for this.