So a couple suggestions on how skills work
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Return the skills to their own separate spot. I honestly miss this and the fact that certain classes cannot reach their skills max potential unless you're a stupidly high level while others can reach it extremely easily is just silly to me. For example, Rogue has WAY higher skill point requirements to get to later in the tree (with most of them being defense up for some reason)
While Warriors can breeze through, getting all max skills without a problem, making that balancing act in Warriors favor right from the get-go. That is silly in my opinion. -
The newest skills are currently unbalanced as hell. Warriors sword sweep is hilariously overpowered, especially when a lot of areas have enemies all on one platform, giving Warrior a map wide aoe that does 150% of your base damage. Rogues arrow rain is decently balanced, the damage is ok, the aoe size is ok, and the duration is ok. Then there's poor poor Mage. Lightning strike is useless, no other way to explain it. It does a measly 50% of your base damage, hits the least targets, and barely lasts a few seconds. So here are some suggestions of how to improve the skills
Warrior: Sword sweep should be removed entirely, it does not fit a warriors vibe and removes too much of the identities of itself and the 2 other classes. In it's place, let's go with the most obvious warrior skill (especially if you're a Diablo fan) spin to win! Spin to win will deal 100% of your base damage but because you're constantly spinning, you'll be doing constant attacks, allowing you to shred mobs at a close range while moving.
Rogue: maybe up the damage to 100% if you're feeling generous, the skill itself is pretty balanced as already stated
Mage: let's make use of that absurdly high mana pool/regenerating abilities and make lightning strike use mana per second but have a infinite duration. Does having map wipe lightning infinite sound insanely busted? Dam right, so while lightning strike is active, your mana regeneration stops. Once you run out of mana, the skill will go on cooldown for a good while (like 30 seconds) so you can Regen back up to full to unleash hell again. Also, as a side note, turn mage supremacy in to Crit Damage over Crit chance. We can already reach 100% Crits, it's a useless perk. Make mage great again!
- The bubbles are all practically useless. Not much to really add to that. They're just bad. Quick and easy suggestions would be
Warrior: The bubble now gives life steal instead of extra HP
Rogue: the bubble gives you a 1/4 chance to ignore or "dodge" a hit
Mage: increase mana regen or max mana (or both) instead of defense up
- Add-ons for attacking skills. Allowing a little build diversity, they give different buffs but you can only choose one. for example
Warrior:
Basic slash skill: you can rather lower the cooldown or increase the damage
Spin to win: allow it to multiple targets or increase the amount of hits per second it does
Rogue:
Piercing arrow: it can pierce through more enemies or it can hit only 1 enemy but do huge damage
Arrow rain: increase the aoe size or increase how long it stays on the field
Mage:
Ball of death: it can pierce more or hit only the first enemy then explode, causing splash damage to nearby enemies
Lightning strike: it will focus on only 1 enemy until they die before moving on to another, or each lightning strike will have a small explosion at the base of it that deal a little bit of aoe damage
That's my suggestion, would love to hear other ideas
PS: if you actually read all this, you're crazier than me lmao