User:Ezekial Riddle/Proposed Skill Changes

=Officially proposed suggestions=

Critical Defenses

 * Issue


 * Broken Concept. Gives the martial glass-cannon profession the ability to tank indefinitely without any downside.


 * Suggestions


 * 1) Put a damage cap on it, perhaps %, lower cast to 1/2 or 3/4. This provides more of a "defense" rather than "near god-mode" aspect.
 * 2) Dump the "refreshes every time you land a critical hit" clause all together. Increase duration to or decrease recharge to 14. At 13 Critical Strikes this allows one to maintain this near 2/3 of the time.
 * 3) Change the "refreshes every time you land a critical hit" to "gets extended seconds every time you land a critical hit." This weakens its ability to be maintained indefinitely. In theory, this also buffs its ability to be maintained indefinitely, since, if skillfully cast (i.e. in the crowd without getting interrupted), then one could get the duration over 9 seconds.

Palm Strike
(last update: December 11th, 2008)
 * Issue
 * Completely unstoppable cripple with a 4 second recharge.


 * Suggestion
 * Minor nerf. Change it from a skill to a melee attack that is unblockable.

Reaper's Sweep

 * Last Update: December 11th, 2008


 * Issue
 * There was no need to buff this. It shouldn't have been brought up to Wounding Strike's level, rather WS should have been brought down. Buffing this is like buffing Signet of Spirits to kill someone after 10.1 seconds to match (pre-nerf)Signet of Ghostly Might's power.


 * Suggestion
 * Revert. Do the proper thing and weaken WS.

Divert Hexes

 * Issue
 * Not general enough/too much of a niche spell. You have to face off against a hexway team in order for this Elite skill to be useful. If you aren't facing hexway, you waste your elite slot.

- Elite Spell. Remove up to Hexes from target ally and heal ally for. For each Hex removed in this way, healing from this spell is reduced by 30.
 * Suggestion
 * additional balancing options
 * Maybe this would only be for PvP.
 * Could be dumped into Healing Prayers
 * Could be healing.

Dark Aura

 * Issue
 * Badly designed skill that entertains poor playing methods and needs a rebalance.


 * Possible balance suggestions
 * If we want to stay with some way of playing from sacrifice, change to Hex Spell. For  Whenever you sacrifce, target foe takes % of the sacrifice.
 * Or, if you want to completely change the skill (and violate some themes, so it would seem) alter by doing this: Hex Spell.  For 8 seconds, target foe and nearby non-moving foes take  dark/whatever damage each second this hex is active. Only one copy of the hex may be active at any given moment.

Disrupting Accuracy

 * Issue
 * Bad skill all around, only really useful for A/R going bows


 * Suggestion


 * . Preparation. For X seconds, whenever you interrupt a skill, Y


 * Where X is the duration limit as deemed balanced by the effect, Y. Y can be:
 * "target foe is knocked down for 2 seconds.
 * "target foe's skills of the same attribute are disabled for seconds.
 * "target foe is dazed for seconds.

Quick Shot
Discussion
 * Issue
 * This skill sucks. It has no real use for skilled builds and it promotes stupid "buff + buff + quickshot spam" builds.


 * Suggestion
 * Make it an interrupt. Move it to expertise.
 * Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a spell, that foe's skills are disabled for seconds."
 * If that seems OP, then switch skill disabling to a 2 second knockdown and have a 50% chance to fail at 9 expertise or less, or something. Really, this skill needs some loving.

Others [[Image:Any-tango-icon-20.png|25px]]
= Unofficial Suggestions =


 * While it is a good elite, it can't quite match up to Word of Healing. Therefore, I suggest a minor buff. This skill can get about 76.67 Healing per second at 15 Healing Prayers, which is pretty good. However, unlike WoH, you have to burn more energy to catch a spike. We could go one of two ways with this.

Elite Spell. Heal target ally for Health

or

Elite Spell. Heal target ally for. If target ally is under 50% health, you gain energy. Health


 * The first proposal gives more straight up healing. With two casts, you heal a bit more than WoH and its conditional heal.
 * The second suggestion is set up so that you can heal a spike more efficiently. With Glimmer and WoH in their current states, it takes 10 energy from glimmer to heal 230 while only 5 energy to heal 230 with WoH, assuming conditions are met.


 * While it's recent buff has made this seen use, it is overpowered. A few minor changes need to be made to this skill.

Elite Scythe Attack. If this attack hits, target foe suffers from Bleeding for seconds. If you are under the effects of an enchantment, target foe also suffers from a Deep Wound for seconds and you lose an enchantment. This skill deals no damage.


 * A note should be made that the deep wound covers the bleeding instead of the bleeding covering the deep wound.


 * Or this skill could always be reverted to what it was originally.