Abilities Under-Utilized; Now Become Super-Sized
The ultimate goal of all of our ability balance work is to ensure each ability is useful - at least in some situations. So, this week we’re looking at boosting some of the lesser used abilities.
Flashfire (Necromancer, Elementalist, Arcane Warrior)
- Damage increased from 300% to 400%
Fallback Plan (Hunter, Assassin, Duelist)
- Cooldown reduced from 32 seconds to 24 seconds.
Energy Bombardment (Energy Barrage Upgrade) (Keeper, Necromancer, Elementalist)
- Resistance debuff increased from 2% to 3%
Full Draw (Hunter, Archer)
- Cost reduced from 65 to 50
- Cooldown from 32 seconds to 24 seconds
Escort NPC; Increased Survivability
The poor NPC being escorted on the higher difficulties was getting absolutely wrecked by certain creatures (I’m coming for you in two paragraphs, Shadow.) and as such the Inquisitor has decided that all messengers being sent in to extremely hostile situations should be of at least a certain strength.
Escort NPC Level
- Threatening: Increased by 5
- Perilous: Increased by 10
Even Saints; Make Mistakes
After going over some numbers and playing a lot of games as Hall it feels like the other week’s Long Shot nerfs were a bit more than we had hoped. As such the ex-godtier ability will be getting turned ever so slightly back towards its original greatness.
Long Shot (Archer)
- Damage increased from 100% to 125%
Shadow Attacks; Less Dirt Naps
The Red Templar Shadow’s attack out of stealth has had its per hit damage drastically reduced. I bet some underleveled people will still get one-shot by this but hopefully it no longer guarantees death.
Red Templar Shadow
- Stealth Attack damage reduced from 150% to 75%