Question #20
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Awesome =)
I'm really ok with it if this rebalancing is consistent as they announced. <3
OP, I love your ideas. They all seem very smart balance fixes without making anything OP. I especially love your idea for Celestial Opposition. Right now, I consider it to be the most visually beautiful spell in the game that is almost useless.
One of the biggest problems with AST in my mind, is that Time Dilation and Celestial Opposition have added benefits in Diurnal Stance, that aren't present in Nocturnal Stance, that is extending the time(thus the potency) of our regens. There has to be some way to Balance this or Nocturnal will always be inferior.
I have some thoughts on OP's suggestions. Such as why would they give us a 5% healing bonus to both Sects, instead they would just increase all our potencies by 5% as base, making AST a very strong healer with lower Mana use.
I personally don't think switching Sects in Combat is that big of a deal, there would be very niche uses for this. If it happened i wouldn't be against it however.
Some things i personally think should be changed to help AST are as follows:
Nocturnal Sect: 5% Healing increase. Aspected Benefic and Aspected Helios create a shield 1.5x the amount healed. Shields do not stack with SCH but do not overwrite if the shield is smaller.
Diurnal Sect: Aspected Benefic regens stack with another AST's regen (Why does it not in the first place!)
Time Dilation usable on self.
Royal Road reduces the cast time of Draw to 15 seconds. (please do this!)
Spread can be used out of combat. (reduced chance to Draw Spread card)
Shuffle has reduced chance to draw the Draw Card. (If card in Spread and Draw card are the same 0% chance of Drawing same card). The idea here is that we are holding 2 cards of each type in the deck. Spread takes one out, and the Shuffle card isn't used when redrawing.
Gravity causes Slow on enemies for 4 seconds.
Collective Unconsciousness increases Mana Regen for Duration of cast time.
Lightspeed increases attack speed by 2.5 seconds, reducing potency by 15% (No more waiting on the GCD to recast, This becomes the Emergency Button it was meant to be!)
Honestly Ewer and Spire should stay how they are but add a small amount of mp/tp regen respectively. Obviously weaker than Army's Paeon and Bishop turret but enough that it's noticeable. 10tp per second maybe? If Bard song and turret are 30tp per second this would seem reasonable. Decent but not enough where they can replace BRD/MCH entirely.
I think the reason why the mp and tp buffs are cost based rather than a regen, aside from variety, is to emphasize timing. None of the buffs do anything if you put it up during down time, all of them only makes a difference on someone who's actively engaged in combat and utilizing the bonus while it's up. The BRD/MCH resource buffs are opposite. They are ideally used during downtime. I think this is intended.