My suggestion would be just a small change... i mean, we know water deals less spike damage, and only slows movement speeds... but is it worth the mana costs and cast times?
I suggest that water slows down attack speeds as well (dont see many non-magic people anyways), or the cast times/mana costs be changed accoardingly...
Water... Crappy? Perhaps.
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Got to admit water is pretty good in GvG... especially combine with soul barb and the sort... Before, it was actually overpower with the same damage dealing as fire, and even more with soul barb.
Water can also act as blanket hex.
Water can confuse the opponent team on what hex is on, what is off on their members(because all you see is purple arrow).
Water can piss off flag runner for knocking him/her down every 2 step.
If anything... please fix mind freeze... it is just bad...
I got to admit... out of all the water skills... I would only use about 6 of them... while everything else are just way too situational. Although I can put other into good use too... but then you lose the purpose of going water.
GvG is about the only place I would use water...
Water can also act as blanket hex.
Water can confuse the opponent team on what hex is on, what is off on their members(because all you see is purple arrow).
Water can piss off flag runner for knocking him/her down every 2 step.
If anything... please fix mind freeze... it is just bad...
I got to admit... out of all the water skills... I would only use about 6 of them... while everything else are just way too situational. Although I can put other into good use too... but then you lose the purpose of going water.
GvG is about the only place I would use water...
I disagree almost completely. With other attributes, there's at least some difference between each skill, and its useage. Say, earth, armor ignoring skills... wards... and aoe knockdown... plus nice defensive bonus... and some snares...
I dont call those equal. Now, fire... aoe damage at less of a cost, plus aoe knockdown... and a nice condition with -7 regen(i think?)... fire of course not being the greatest by far... but i still consider it to be only a little worse then water. Air, multiple hits, armor penetrating, knockdown skills, and a nice buff for allies with quicker run speed... i consider it about like this...
Earth > Air > Water = Fire
Then there's other attributes... say the warriors sword/axe/hammer attributes... all unique... but at least they all have their own uses. If i want snares + damage, i'd go with earth, and have myself some aoe knockdown with it, not to mention the knockdown bonus damage.
I'm not saying that it needs much, which i stated... it just needs a little perk.
Not to mention there are other attributes from other classes that use snares as well... but, at least those attributes have other uses then small damage and a snare effect...
Not to mention the mana costs, and some recharge times... or the fact that they're hex based... which with natures renewal out (which counters spike builds and has many other great uses) gets a double casting time on all those spikes... i'm just stating they need a little "oomph" added. Not much, but a touch of "glitter" can go a long way.
** I totaly forgot about water trident **, which i actually agree is a great skill... i just don't like the repeated effects of all the other skills... every single one of them just deal low damage, and hex with slow. Needs a little more variety as well (which could act as that little "oomph")
I dont call those equal. Now, fire... aoe damage at less of a cost, plus aoe knockdown... and a nice condition with -7 regen(i think?)... fire of course not being the greatest by far... but i still consider it to be only a little worse then water. Air, multiple hits, armor penetrating, knockdown skills, and a nice buff for allies with quicker run speed... i consider it about like this...
Earth > Air > Water = Fire
Then there's other attributes... say the warriors sword/axe/hammer attributes... all unique... but at least they all have their own uses. If i want snares + damage, i'd go with earth, and have myself some aoe knockdown with it, not to mention the knockdown bonus damage.
I'm not saying that it needs much, which i stated... it just needs a little perk.
Not to mention there are other attributes from other classes that use snares as well... but, at least those attributes have other uses then small damage and a snare effect...
Not to mention the mana costs, and some recharge times... or the fact that they're hex based... which with natures renewal out (which counters spike builds and has many other great uses) gets a double casting time on all those spikes... i'm just stating they need a little "oomph" added. Not much, but a touch of "glitter" can go a long way.
** I totaly forgot about water trident **, which i actually agree is a great skill... i just don't like the repeated effects of all the other skills... every single one of them just deal low damage, and hex with slow. Needs a little more variety as well (which could act as that little "oomph")
K
