It finally makes sense to me why Blizzard lowered the cooldown of Horrify in 1.04, while leaving Mass Confusion unchanged. They didn't want to lower the cooldown, only to have to raise it again in 1.05. 12 seconds of the monsters wailing on each other sounds busted. Can't wait to try it out.
Also makes me think Grave Injustice will see more use. Right now many of our cooldowns are either already almost spamable, or have such a strong effect (with matching long cooldown) that using it on white monsters is not worth it. Mass Confusion is a spell that might fall nicely between those two, especially with GI in the mix.
Any guesses on how grasp will function with the diminishing returns? Possibly monsters gaining resistance over time as they walk through the area?
Finally...Addling toads? Possible? I will definitely try it.
It'll make things completely OP for us imo. It won't really affect me since things melt when they see me but for people still gearing up... wow things will be easy.
More people will probably use GI with this change. Although, most high end players are already using GI to allow for faster farming.
I think it's laughable that they compare spirit walk to mass confusion in their chart. Comparing something with an incredibly long CD to something with a much more acceptable CD is a no brainer.
MC as an ability I find fun but impractical when trying to find it a spot in any build. They use it in the chart as an example of not being used, and then present a system which, as far as I can tell, doesn't benefit it at all.
Based on what they are proposing, MC seems like it would always end up being cast on mobs which are already being affected by a CC resistance. Which flies in the face of the "well why would I have an ability that is less useful" While 12 second duration IS useful, 12 second duration on a 60 second CD is feel is not useful.
Maybe I'm missing something, I'd like to see MC be used a little more as a fun ability but the CD is one of the longest in the game for a fun, but unrewarding debuff imo (when you consider other options). Hopefully they will tune the skill appropriately.
I wonder if the AI of hex will be changed so that it would hex a target that had not previously be CCed.
Also makes me think Grave Injustice will see more use. Right now many of our cooldowns are either already almost spamable, or have such a strong effect (with matching long cooldown) that using it on white monsters is not worth it. Mass Confusion is a spell that might fall nicely between those two, especially with GI in the mix.
Any guesses on how grasp will function with the diminishing returns? Possibly monsters gaining resistance over time as they walk through the area?
Finally...Addling toads? Possible? I will definitely try it.
More people will probably use GI with this change. Although, most high end players are already using GI to allow for faster farming.
MC as an ability I find fun but impractical when trying to find it a spot in any build. They use it in the chart as an example of not being used, and then present a system which, as far as I can tell, doesn't benefit it at all.
Based on what they are proposing, MC seems like it would always end up being cast on mobs which are already being affected by a CC resistance. Which flies in the face of the "well why would I have an ability that is less useful" While 12 second duration IS useful, 12 second duration on a 60 second CD is feel is not useful.
Maybe I'm missing something, I'd like to see MC be used a little more as a fun ability but the CD is one of the longest in the game for a fun, but unrewarding debuff imo (when you consider other options). Hopefully they will tune the skill appropriately.
I wonder if the AI of hex will be changed so that it would hex a target that had not previously be CCed.
Not to mention 12 seconds is an eternity (I can probably kill most elites in 12 seconds).