Hello,
I would like to open a discussion about the “mage” class, because right now it has some essences that make its skills have no cooldown (CDR).
On the battlefield, mages are using the following essences: CSUR’s Fortuitous Protection, which gives the player a shield and one control immunity, and Chasing Wind, which allows the player to cause crowd control by launching the opponent into the air when using the Teleport skill.
However, the class is also using a helmet essence called Terminus Facade, which reduces the cooldown of non-channeling skills.
Because of this, mages end up with no cooldown on other skills, since the cooldown time drops drastically as they keep using different abilities. This creates a “loop” where opponents are constantly stuck in crowd control, because mages can keep using control skills repeatedly without any cooldown.
It would be interesting to adjust the Terminus Facade helmet essence to help balance the battlefield, especially considering that mage players with high resonance and damage can enter a fight, kill many opponents, and leave without taking damage or any risk.
The rest of the Diablo Immortal community thanks you for your attention.
Sincerely,
Rorthraxer
3 Likes
Obviously players with high resonance will kill many players and come out alive, that’s how the game works. This current BUILD of BATTLEMAGE is totally fair, since it leaves the wizard extremely vulnerable to damage and control, and consequently to death since he has to get close to the opponent. This is nothing more than a crybaby who can’t see another class making his game difficult (which is clearly the mage’s role).
3 Likes
The arcanist with a battle build is worse than the arcanist with a control build, in which they continue to cause damage without being attacked.
The CDR of the skills must be relevant in order to promote a balanced environment between the classes, both for the battle build and the casting build.
It is necessary to review some classes and their skills so that we can have a more balanced environment.
4 Likes
I agree with the quote, Rorthraxer.
I’d just add an addendum, saying that it’s not necessary for Arcanists who use these Builds to not rely on a high degree of resonance in order to do real damage on the battlefield by coming out. They kill a lot, even with 2k Resonance, so you just need to use the 1 and 2
gems available correctly, as well as a good side with Potency and Armor Piercing, somewhere between 4~5k.
The biggest problem is precisely this lack of adjustment: the Arcanist throws the character upwards, and the opponent falls in slow motion, while taking very high damage, and when he gets close to the ground the Arcanist already uses the same attack, we throw the opponent up again, making it so that there is no defense. This is not normal, and this essence should be adjusted, as it is causing something similar to what the Tempest was when it was hidden in mist and threw blades that dealt absurd damage, and was always immune to damage and group control.
The Battle Arcanist urgently needs adjustments to the CDR of this essence, so that it spends at least 10 seconds without throwing the opponent into the air after the first strike, is the minimum that is expected.
SioH
4 Likes
Try this against, Barbarian, Tempest, Druid.
Barbarian: 5 second damage immunity and with skill CC immunity. wizard is dead.
Tempest: dash around like madman and skill will auto target the wizard. wizard is dead.
Druid: CC immunity for extended periods of time: no CC wizard is dead.
Each class has their own mechanics that seem OP.
3 Likes
There are quite enough anti-kb solution to counter part of it, however imo there should be a minimum delay between kb effects or minimum cd when using the helmet essence.
Sader has a dash horse essence and a kb horse essence, both have a 5 sec cd on players making it impossible to bk-lock adversaries.
Other possibility would be to add a minimum 0.25-0.75 sec delay between teleports as for the dash horse build (no cd reduction on it, cd reduction is only for the full skill duration). This would give a small opening to catch a wizard despite the knock-up using passive cc skills. Considering the running speed of wiz under slow time, it could be a relatively small nerf.
Last possibility would be to keep a minimum of 0.5 sec cd on skills when using the cd reduction helmet with slow time.
This creates a “loop” where opponents are constantly stuck in crowd control, because mages can keep using control skills repeatedly without any cooldown.
Evening sir,
let me educate you a little about this issue. There is a build in optimization that prevents any PERMA CC to be possible, beacuse:
If you’re hit with one of those effects, any additional ones within the next 6 seconds will be 30% less effective. If you receive a cumulative 3 seconds of knockback or hard crowd control within 8 seconds, you will gain a crowd control protection buff for 2.5 seconds (this buff’s duration will not be extended), granting temporary immunity to knockbacks or crowd control effects.
Thank you and have a great time.
1 Like
Too bad they decided to listen to the original Wiz-hater on this post, instead of taking an educated approach to balancing effectiveness of teleport that knocks enemies into the air.
Pre-Wiz Nerf(into 6 foot hole), using teleport against someone with cc immunity meant I was charging at them with no benefit of CC, only damage. Now, that same build I was using yesterday, has been rendered complete garbage.
Hopefully someone relays the message that the majority of the community thinks they went way too far, cause I am seeing nothing but intense anger and frustration. You pleased the minority of the whiney whales, to ruin an entire class for everyone(including many whales).
Maybe someone should post a gif of someone balancing on a tight rope, for them to understand that balance is SUBTLE, not jumping off the rope entirely to come crashing to the ground.
When Necro was recently balanced, it made them less overpowered but still relevant to the game, often still outnumbering wizards 2 or 3 to 1 in BG matches. Necro class is like Tesla, it has auto drive but only those too simple minded to pay attention to the road(game) will use.
They clearly don’t know that the knock-up teleport has a 12-second cooldown. This is a game balanced around the facade, yet they only fix the facade and leave this as is. All skills with 3 stacks have become useless.