#Suggestion - Changes in Wisdom

8 messages · Page 1 of 1 (latest)

fresh trout
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The idea is the following change

  • Replace Healing Power by Crowd Control Recovery Rate
    This way, Healing Power may only be upgraded with Intelligence.
    Wisdom may increase the rate how character recovers from crowd conntrol, reducing time spent under crowd control effects.
    In this case, the support mage will still need Intelligence to be a good support, and Wisdom has utility more survival meant, useful for all characters, including non-mages.
    Obviously CC Recovery Rate will has soft cap, to crowd control still matter in combat, especially on PvP.
sturdy wave
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definitely a big NO.

this would allow classes that already are incredibly strong at endgame & rifts, such as the arcanist, to dump basically all points to intelligence, having MORE damage than they already have, while also having good mana recovery AND healing.

and the devs know this - they even recently made changes to intelligence to actually REDUCE the amount of healing power that intelligence gives to the player, so that mages have to decide between having more damage OR more healing, and not both

fresh trout
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Understood. However we need to do some change in regards to both infinite heal case and healer that also deal strong magic damage case. This seems a bit too complicated...

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As someone stated, the only reason someone takes Wisdom is not mana but heal. However there is a problem same attribute giving Healing Power and Mana, as is also a problem same attribute giving Healing Power and Spell Power.

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So, maybe i should suggest something else, to replace Healing Power at Intelligence into something else AND to replace Healing Power at Wisdom into something else AND to create a sixth Attribute to be the only Attribute boosting Healing Power while also boost something else... Tough choices...

half nest
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I do find it strange that Intelligence AND Wisdom give Spell Defense. (Definitely strange that Intelligence grants Dmg, Defense, and Healing. However, making Mage vs Mage builds very slow and difficult to balance.) I do not think that you are completely on the wrong track, many of the players on here (who are healers) have been talking about the problems of endgame Mage vs Mage. The talk of Primary Stats in general has been fairly absent from the discourse, in till lately.

The other stat which, plays into "Tenacity", or "Crowd Control Recovery" is Dexterity. Meaningfully, Dexterity giving attack speed and armor, actually aims at this middle ground idea, in context. However, in practice, Dexterity has been somewhat left in the dust at endgame levels. The addition to +5 haste on gear, was not also added to every point of Dext. Hence the addition of +5 haste on equipment significantly made all trinkets, amulets, and runes with haste worse, indirectly. From this perspective, the haste on Dext at 1 point -> 1 point haste is worse, while Intelligence was made better.

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They recently did some major overhauls to the default Control Control Recovery in terms of stacking repeated crown control ontop of each other. See here: https://ravendawn.online/en/home/view/update-204-notes.

Stacking Crowd Control Buff as a numerical value in a primary stat (While I like the idea), would be extremely hard to balance. Since Dexterity already works in this regard to the main idea, I suggest aiming at the design of dexterity instead of at wisdom. The other stat which will have synergy with Crowd Control Recovery, and Dexterity is Movement speed on foot. This stat exists in the game, however it is not part of the Primary Stat system or part of gear stats.

The major buff to crowd control was, however, only to Witchcraft Polymorph, Frog, Fear, which now silences. This ability is also very cancer in endgame content for Vampire Warlocks in Sovereign Crown.

My suggestion would be to look at Dexterity, which already serves these middle-ground scenerios. The addition of movement speed on foot or crowd control tenacity furthering the possibility for middle/ground/bruiser/more tenacious player development.

The problem of tenacity is also in the solution to tenacity, at the archetypes and give them all something similar to protection (which offers Crowd Control Recovery rate) as a 3 point passive ALSO WITH HAVING a cleanse, CC invulnerability of 8 seconds on unchained, maybe the best early-tier spells as well.

teal timber