neain2008
09-17-2020, 09:07 AM
Had a thought on how to 'fix' Sorcerers and caster Druids. I doubt this would ever happen and so its just my pipe dream.
For each Sorc savant element, make them fit in a niche. My ideas for niches (in order from least damage to most damage and why)
1. Air savants. Give all electric/air spells at least a minor cc effect. Some already have that: sonic blast, greater shout, electric loop etc. (its why I had that idea for electric/air spells). Because of that, make them do the least amount of damage (though still plenty of damage to be relevant.)
2. Fire savants. Make all fire spells AOE. More damage than air spells because they don't have any inherent cc, but hit an entire group/room (again, most fire spells already mostly fit this mold).
3. Cold savants. Make them only do single target damage but make that damage better than fire. These are the single-target instant damage kings.
4. Earth savants. Make the overall damage of earth/acid spells slightly higher than the cold spells, but happens over a period of time (no longer than 5 seconds unless its the type of spell that is planned to be used against bosses)
This would give every savant a niche that they can exist in without feeling that their element is just less than another element because it doesn't do as much damage even when everything else is the same.
Caster druids.
Make druid spells fit into the same niches as the sorcerer spells. Druids won't be outshining the sorcerers because they simply don't have the cooldowns or focused spell power or even the spell selections that a sorcerer does. A caster druid would still need to be spread out among the elements as they are now, but using their spells would have more meaning than just look for the best damage off cooldown (or best damage for sp spent) that it is at the moment.
As I said, just a pipe dream, but its a dream that I like :D
For each Sorc savant element, make them fit in a niche. My ideas for niches (in order from least damage to most damage and why)
1. Air savants. Give all electric/air spells at least a minor cc effect. Some already have that: sonic blast, greater shout, electric loop etc. (its why I had that idea for electric/air spells). Because of that, make them do the least amount of damage (though still plenty of damage to be relevant.)
2. Fire savants. Make all fire spells AOE. More damage than air spells because they don't have any inherent cc, but hit an entire group/room (again, most fire spells already mostly fit this mold).
3. Cold savants. Make them only do single target damage but make that damage better than fire. These are the single-target instant damage kings.
4. Earth savants. Make the overall damage of earth/acid spells slightly higher than the cold spells, but happens over a period of time (no longer than 5 seconds unless its the type of spell that is planned to be used against bosses)
This would give every savant a niche that they can exist in without feeling that their element is just less than another element because it doesn't do as much damage even when everything else is the same.
Caster druids.
Make druid spells fit into the same niches as the sorcerer spells. Druids won't be outshining the sorcerers because they simply don't have the cooldowns or focused spell power or even the spell selections that a sorcerer does. A caster druid would still need to be spread out among the elements as they are now, but using their spells would have more meaning than just look for the best damage off cooldown (or best damage for sp spent) that it is at the moment.
As I said, just a pipe dream, but its a dream that I like :D