Report 1745

Report #1745
Skillset: Highmagic Skill: Hod
 Org: Hallifax Status: Completed Jun 2017
Furies' Decision:
Solution 2.
Problem: Hod is a 3p defence that acts like vitality for mana. It requires you
to be full mana to put up. The problem is that it fires only at 25% mana. With
most mana kills being at 50%, this makes it fairly useless against most mana
killers.
[A: 7 R: 0] Solution #1: Raise the threshold for Hod to fire to 50%. Add a
 cooldown of 60 seconds.
[A:13 R: 0] Solution #2: Change Hod to have 3 charges, firing at 65% to
 restore 5% mana each time. Add a cooldown of 5
 seconds before a charge can fire after the last one
 has fired. Add a cooldown of 60 seconds before this
 can be put back up after the final charge is used up.
Player Comments:
---[Falaeron on 6/14 @ 22:18 sets as pending]
---[Danquik on 6/14 @ 22:36 writes]:
To 50% or at 50%?
---[Falaeron on 6/14 @ 22:45 writes]:
It's raising the threshold, so the point at which it fires, to 50%.
---[Danquik on 6/14 @ 22:46 writes]:
Ok
---[Shedrin on 6/14 @ 23:51 writes]:
I'm a bit conflicted. Mana kills are pretty common right now, but that's
partially from the strength of specific skills and the current meta. For groups
this could be fine, you should be able to power through the Hod fairly easily.
For 1v1, I can see this being pretty frustrating for SDs especially, as they'll
be forced to finaltwist twice. I think this would be a much more interesting
skill if it was active instead of a defense.
---[Ciaran on 6/15 @ 05:44 writes]:
Probably not feasible, but it might be interesting if the amount of mana healed
scaled with how many people are in the same room.
---[Aeldra on 6/15 @ 09:22 writes]:
I partially with shedrin on that one. On the one hand, hod is currently useless
in most scenarios I feel, while on the other raising it to 50% may complicate
things. We could consider making it a (small) chance to fire everytime the
caster is losing mana and give it like three charges before it dissipates? That
way it'll not be a complete protection but still be quite useful?
---[Veyils on 6/15 @ 18:37 writes]:
Its a bit tricky to compare it to vitality because I can bypass vitality totally
with a large damage hit. I can't bypass hod. Boosting it to 50% would make this
individual skill a pretty strong counter to shadowdancers solo kill setup. If
your raising the threshold to 50% your going to have to give it a cool down
which would be significantly higher than double the set up time of final twist
for the ability to be balanced. Instead I like the idea of it being a different
defense instead of just a one off burst. Right now it seems to be giving roughly
15% mana back when it hits. Could split that to stagger it so that it has three
charges and then will fire if your mana driops under a certain point lets say
75% returning 5% . Then give it a cool down akin to vitality when the final one
procs. Opposed to the current suggestion direction but a rework or a sol two
sounds very possible.
---[Falaeron on 6/15 @ 22:31 writes]:
It already has a requirement to be at full mana to put back up, which is not
really possible in the middle of combat. I'm not sure a cooldown would actually
do anything this requirement doesn't already do. I've made a solution 2 based on
the ideas.
---[Veyils on 6/15 @ 22:35 writes]:
.vitality has a requirement to be at full health and it has a cool down as well.
I'd be fine with a smaller cool down than vitality but I still think it should
have a cool down of at least 60 seconds from the last charge firing to be able
to recast it again. Would support solution two with a cool down.
---[Falaeron on 6/15 @ 22:38 writes]:
Ok, changed both sols 1 and 2 to have a cooldown of 60 seconds (still don't
think it's going to have any impact in actual combat though)
---[Wobou on 6/16 @ 18:15 writes]:
I agree with the concerns relating to 1v1 and I think sol. 2 makes hod way more
usable than it is now with less of an impact on 1v1 which is why I've voted for
it.
---[Tarken on 6/21 @ 14:15 writes]:
Solution 2 looks good.
---[Veyils on 6/26 @ 19:42 writes]:
I think the cool down is a bit short but overall good. A cool down of 15 seconds
between each charge firing sounds a bit better.