May 05, 2008, 12:57 PM // 12:57
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#43
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Jungle Guide
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Quote:
Originally Posted by zwei2stein
Difference is that obsidian flame comes as spike damage and one of few skills in elementalist arsenal that ignore armor.
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I know that but it has a 2 second casting time and the damage is cut in half with PS. While Dark Pact is not effected by PS and has a casting time of 1s.
Quote:
Originally Posted by zwei2stein
Sacrifice skills are ballanced on fact that they need another party member expend energy too. They share energy costs of offensive characters with teams monks.
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Dark Pact has 1 energy cost and deals approx. 48 damage to you, which needs another 5 energy to be healed. So all together the skill costs 6 energy.
Quote:
Originally Posted by zwei2stein
They can use it just like it was non-exhaustion skill with huge recahrge, but they can tactically change how they use it based on current situation. You just cant use long recharging skill as freely as exhausting skill. Its win/win and cool design.
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So you either are not effected by exhaustion at all or close to completly useless, because of it. And the latter is what makes exhaustion unbalanced.
I am fine with exhaustion being on Gale and Shock, since knockdown is such a powerful effect, but the other 15 skills need to be looked at.
Quote:
Originally Posted by zwei2stein
If exchaustion went away fast in noncombat situations, gameplay would soon degenerate to tactics where GvG people mindlessly spam exhausting skills and wipe oposition and then enjoy fast exhaustion removal rate untill opostion reses.
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Giving it two energy recharge if you are not fighting would make it less of an annoyance and not be a problem. It would still recharge with only 50% of what elementalist normally have.
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