Quote Originally Posted by Astralrisk View Post
I don't know about the DRK change, mostly because the idea with the death pool is go get people to go into it and fight you in there. Not just for doing more damage, but taking less since its also a defensive tool for them. Which if you are fighting ranged enemies it becomes a pain to push the enemy away and either leave your defensive pool to kill them or just stand there like a dummy.
I never thought about the ranged portion. How AnotherPerson sums it up a knockback of probably isn't the answer given how much effort would be required to make it the answer. I still think the root to so many FL plays comes from a DRK being able to consolidate enemies into one location, so I'm inclined to say that's the area that needs to be changed (even though its pivotal to DRKs CC and pvp gameplay loop).

Quote Originally Posted by Astralrisk View Post
I do think the AST range could be smaller, or at the very least have its range be penalized. This is also more of a CC critique, but being behind a wall from an AST and getting owned by an AoE from someone I can't see is cringe. I think overall making it harder for them to get full damage cuz they have to be a squishy healer go in the middle of a group of enemies sounds like a decent balance.
Macrocosmos hitting through walls is an odd one to me. Some sort of reduction in damage feels like a step in the right direction, but I'm sure someone would come back to me and say it wouldn't make a difference with the zerg mentality in FL (just pile on a few more Astros to make up the damage loss, and we're back at square one).