I don't like the 20% damage increase, I would take it and unstable anomaly and make an unstable glass cannon, what would a glass cannon do? Explode. Maybe link it to wizard's hp, the weaker you get the stronger "more desperate your magic". But with no melee or magic penalty ( since that would help it happen ).
50% health: 60% increase in spell damage lasts 50 seconds Once every 4 minutes
40% 80% increase in spell damage lasts 60 once every 3 minutes
30% 100% lasts 70 once every 2 minutes
20% 110% lasts 80 once every 1 minute
10% 130% lasts 90 or until you die Can happen anytime
Effect yields to next lowest (of course they don't stack).
If it was like this I would easily consider using it, every level would be higher than damage increase from a familiar and gc as we know it now. It is tempting....
Yeah, I don't see the point in changing a passive into an active. Just make the passive better. I agree that it is weak. It should be something more like:
Even unstable anomaly has a cool down... 60 seconds and it is a passive. I haven't seen a clear set of rules for what is passive and what isn't from Blizzard. How can you say it is great when wizard damage is effected by weapons now, any weapon that is an improvement over your current one would be like adding glass cannon
A big thanks to Procylon for actually thinking of something... instead of just questioning the question. That is a high penalty, I would go 60% and 30 % penalties, (multiplying everything by 3) but it isn't like there will be options for GC on the game. I'm sure they'd use it.
Yeah, I don't see the point in changing a passive into an active. Just make the passive better. I agree that it is weak. It should be something more like:
+50% damage, -75% armor/resists.
Now that is a Glass Cannon.
That is simply too high of a cost and it is way more unfair of a trade than the current one.
It is currently:
+20% offense
-10% defense1
-10% defense2
So you can see it is a 20% trade for a 20% trade. +50 and -75 -75 is a net loss of 100% capabilities of some sort which in essence just makes your character worse. It has to be even just to alter the character, not make it purely better or purely worse.
Thus, we can combine the two concepts of balance and trade-off to actually make the skill have a bigger impact. +50% damage, -25% armor, -25% resistances.
I think the OP is suggesting an INTERNAL cooldown, which CAN be put on a passive. Not that i agree, im just saying. If you have a passive that makes your crits summon a mini diablo, but it can only happen once every 5 minutes. it is still a passive with a cooldown
Sorry it took so long to reply, but like Soulzek 50/ 75 seems just too high to me but his 50 25 25 seems like a balanced shift between damage and defenses. Whether Internal cooldown or external cooldown, I was comparing it to unstable anomaly and it's cooldown.
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50% health: 60% increase in spell damage lasts 50 seconds Once every 4 minutes
40% 80% increase in spell damage lasts 60 once every 3 minutes
30% 100% lasts 70 once every 2 minutes
20% 110% lasts 80 once every 1 minute
10% 130% lasts 90 or until you die Can happen anytime
Effect yields to next lowest (of course they don't stack).
If it was like this I would easily consider using it, every level would be higher than damage increase from a familiar and gc as we know it now. It is tempting....
+50% damage, -75% armor/resists.
Now that is a Glass Cannon.
A big thanks to Procylon for actually thinking of something... instead of just questioning the question. That is a high penalty, I would go 60% and 30 % penalties, (multiplying everything by 3) but it isn't like there will be options for GC on the game. I'm sure they'd use it.
It is currently:
+20% offense
-10% defense1
-10% defense2
So you can see it is a 20% trade for a 20% trade. +50 and -75 -75 is a net loss of 100% capabilities of some sort which in essence just makes your character worse. It has to be even just to alter the character, not make it purely better or purely worse.
Thus, we can combine the two concepts of balance and trade-off to actually make the skill have a bigger impact. +50% damage, -25% armor, -25% resistances.