the overall feel of the class is there it just needs a little leg up when it comes to more single target damage AOE cleave is good id consider even just making an adjustment to
Talent - (power swell) increase the regeneration rate by 1 extra sec and/ or alowing it to stack and not refresh because mainly we always are hitting fire breath and Eternity surge one after the other.
this solves a few issue that make it feel clunky still when playing or feeling a little resourve starved and fishing for living flame procs, and living flame is pretty darm low on damage - increaseing Talent (Ruby Essence Burst) to 25% chance would help.
reverting the season 1 midnight nerf to Hero Talent (Mass Disintegrate) back to 15% increased damage to when fewer then 4 targets would be legendary.
class tree talent - Add aChoice node with (new Twin guardian speed and casting while moving / Shielding back to both targets. we understand why you took it we dont care it is mainly to keep us alive you make us so squishy. it was to use when we had no scales left!.
Flameshaper has been begged for by the community to have a lil more identity back to it which i hope you have some nice planning for that in the future.
evoker diserves to be looked at with these changes in mind to support player growth and identified and representation.
People keep asking for the Rescue shield back, and they’re wrong. You don’t want this; it was annoying to have forced movement (on two people!) as part of your defensive plan, and Rescue being a defensive again will discourage using it for movement as intended.
What you do want is a second defensive - so ask for one, but on a different button. Bring back Renewing Blaze or give us a short-cooldown shield instead; at least buff our self-healing from Verdant Embrace. One defensive is not enough; other classes get to mix short- and long-cooldown defensives with strong self-heals, we should too, or be much tankier baseline.
Here’s a compromise that would help Dev especially: Move Defy Fate to the class tree (Aug can keep Improved Defy Fate). One spec having a cheat but not the others is frustrating and hurts defensive tuning; Frost and Arcane Mage both get something else now to compensate for Cauterize, but Dev gets nothing and Pres lost Emerald Communion in pve. Defy Fate isn’t amazing and Aug still needs lots of help in higher keys, but it can cover for a mistake or a wasted Obsidian Scales cooldown; if we can’t have another button, some insurance would be nice instead.
i get it your point but if u play it well then a choice node should be an option or like you said add in a defy fate to the choice note. something that compensates us being a peice of wet cardboard thats died easy
I still think it should function like Dream Flight, where it provides an absorb shield equal to 100% of your health to both parties only while in flight. At least that way it’ll still be used for movement, but also a bit more safely.
The problem with this is you can’t have a shield on rescue only when you need to rescue someone; now you have a self-shield in your kit that requires you to rescue someone. Limiting it to while-in-flight sounds smart but means you’ll try to time it for mechanics by flying maximum distance.
Running into a fire to rescue someone is dangerous - that’s why it’s heroic! Rescue (by itself) shouldn’t guarantee your safety. If you’re afraid of dying while rescuing someone, you should press a defensive before rescue. You could actually do that if we had a second defensive.
I get that you also want rescue to protect the person you’re rescuing, so you don’t kill them by flying them through fire. But I think it’s a mistake for rescue to be an external defensive; it has the same problem as a self-shield, but worse, you are now forced to rescue when someone else needs a shield even if neither of you needs movement.
Rescue is a movement ability that unfortunately tends to fly through things you would normally avoid; protection from this makes sense, but it shouldn’t shield you against arbitrary damage that is not movement-based. You shouldn’t take damage from flying over puddles or through lines and waves while rescuing, but you also shouldn’t press rescue to negate a random aoe.
Here’s a suggestion: Chronowarden’s Warp should apply to Rescue as well as Hover, causing you to blink to the target and then blink to safety. That gives you an option that avoids ground effects and projectiles while rescuing but doesn’t negate direct damage. (It won’t help Devastation specifically, but tradeoffs are part of the class fantasy, and Devastation is the least Rescue-minded Evoker spec.)
i would like maybe an option like (malygos’s intent) a blue defensive ability that requires charging by use of our spell damage to bolster a shield that is applied after x amount of secs obviously with a cap on health % too. just give us a lil flavour so many ways they could lean into creating flavourful spells for our kit
To add, when you’re flying on a moving platform like the ship in The Dawnbreaker, the pathing for rescue is completely broken. It wont fly you to the position you click on.
Yeah rescue is problematic because it paths from you to the target player then to the target location. Even when it works it’s hard to predict whether the path will hit a damaging object, especially if the target player moves suddenly. Worse, if it fails to path from target player to target location, it will instead fly you both back to your starting point, then directly to the destination. Moving platforms always trigger this, taking a slow path, and end at the target location in space even though the platform has moved relative to it. A blink rescue would solve a lot of these issues; might not completely fix moving platforms, but it would get you to the target faster by not flying back to your starting point.