True, that was an oversight on my part to assume by buff the op of this sub discussion meant only a numerical increase to the current skill stats.Now thats creative thinking. Buffing isnt just raw numbers, sometimes u can even entirely change the skill.Yeah it’s because half of the skills right now are either utter trash or useful only in extremely niche situations. And not everyone can afford to become true dps mage with thousands of sigs at their disposal. Your example of EB is still used by many players compared to other skills like energy harvest.Players can only use so many skills, why buff skills that in the end, even if they become decent, can’t be used due to a maximum amount of available skill points?
Most of these skills are temporary support skills, or support skills used on an alt in which while they help out, they are not skills that anyone would use normally. This isn’t just because of the “power” of the skill but also their relative powers compared to better developed skills and because of the skills nature.
For example, no matter how op EB becomes, no true DPS mage would use it. DPS gear and dropping out to sigil is still better DPS (belly rubs can regen full mana in 30 seconds or less).
And you went pretty bold saying no matter how op EB becomes...probably cuz you’re only thinking of adjusting raw numbers. But what if additional utility effect added to EB? Like providing the affected player with “decrease 20% recast time” on all their skills and stacks diminishly with other recast gears? Highly unlikely that it will happen tho, at this rate. Maybe In 5 years down the road, lol.
The way I see it however, unless large changes are made to the way skills are in the game in general, whether that be a skill tree, passive buffs, more nuanced skills, etc... the current skills are okay minus some small balancing act changes that need to be fixed on a formula level.
There are a lot of other more pressing areas where I would argue immediate changes are needed. The game ever since 2014 has just been a big game of camp and lock without any real content. The only reason for getting new gear is to outlock other people for that gear, it’s completly circular. This circular game mode is what bores many players, and why multiple servers are seeing their numbers drastically decline. The other day for example, I talked to a player who says their server struggles to get enough loggers for even mordy any more after competition died off.
Most successful MMO’s use bossing and gear and leveling as vertical content, but make it so that vertical content isn’t the only part of the game, they make it so it isn’t just a circle of camp, lock, gear, repeat... PVP, actual side quests for fashion, nonvertical gear, and other customizations and competitions promote horizontal, non circular, unique game play. This is the type of game play that CH started to develop when it first came out as evidenced by earlier side quests and PvP attempts, however this was quickly ditched for a vertical only lay out...
CH is a mobile mmo, something people like Aileron have stressed for YEARS. Mobile means the bay majority of players only want to be on for minutes at a tome, and that each device relies on a battery to play.
A horizontal based game with a vertical growth between horizontal settings would work perfectly for a mobile platform and can easily replace the camp, lock, kill, gear repeat loop we currently play in that destroys our device’s batteries...
Edit: sorry for all the typos
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