Let's keep this conversation going!
If abilities were to be rebalanced in PvP, what are the current issues with abilities?
It would be most helpful if for any ability you could give me the following:
1) Ability Name
2) Role: What is the purpose of the ability
3) Problems: What are the current issues with the ability (feel free to be as in depth here as needed)
4) Suggested Changes: Optional. You do not have to have a suggestion in order to list out a problem, but feel free to list any ideas you do have. Ultimately this will be our job to fix it XP
Examples
1) Ability: Axe Throw
2) Role: Warrior Single Target Damage + Bring a single enemy into a bad position
3) Problems: Axe Throw can't be a good single target damage skill because the pull is too important for PvP (high damage + pull is OP). The Pull has issues with latency (pulling behind rocks) and it feels bad that the Warrior stops to pull people in.
1) Ability: Aimed Shot
2) Role: High Damage Single Target attack
3) Problems: It does too much damage. This is exaggerated by the fact that Rogues are so squishy so they feel like they *need* this high amount of damage.
1) Ability: Curse
2) Role: Enemy Debuff, make them attack at their own risk
3) Problems: No one uses Curse. The player version of Curse is too weak and the calculations are silly (dealing 5000 damage returns as much as dealing 50 damage)
Note: If you use any player related stats (damage, hp, armor) let's start at Level 66 only. This will just get everyone talking on the same page and about the same problems. I want endgame PvP to be the best PvP in the game first. Then we can talk twinking.
Skills reference in case you forgot
Warrior:
Axe Throw
Chest Splitter
Horn of Renew
Juggernaut
Rallying Cry
Skyward Smash
Vengeful Blood
Windmill
Rogue:
Aimed Shot
Combat Medic
Entangling Trap
Noxious Bolt
Razor Shield
Shadow Piercer
Shadow Veil
Shadowstorm
Sorcerer:
Arcane Shield
Curse
Fireball
Frost Bolt
Gale Force
Lifegiver
Lightning Strike
Time Shift
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