Yes, I know there are “pathing” problems with shockwave and you can take higher ground to neutralize the damage. However, if you can’t get onto high ground, shockwave smacks for 51 a pop if you have the epic stone gauntlet with a generous hit radius and gives 5 armor every cast. It is also able to be fired quickly, and you don’t even have to hit to heal. I think the other gauntlets are pretty well balanced but stone feels a bit overturned. And yes, I play it as well and smash face with it - it just feels very easy.
I had some thoughts on some changes to make the gauntlet more balanced. Any one of these minor changes could bring stone in line (or a combo of a few, but I’m not suggesting all of the changes be made). My main goal is to make the gauntlet feel more rewarding to play.
Make the cooldown between casts 0.5 to 1 second longer. This will reduce how often they can crush you for 40-50 dmg and reduce the healing from shockwave.
Increase the mana cost per shockwave. Not sure what to suggest here but maybe you only get 4 shots until you’re out of mana (with epic amulet). I watch stone gauntlet users panic and just spam cast shockwave - the shockwave should be something you should have to think about more before casting.
Change the +5 armor to be +10 (or 5 still) armor on hit. You can even add the effect to boulder and make it +5 per person hit. It doesn’t make sense that the gauntlet heals every cast whether or not you hit the enemy.
Reduce the area of effect when shockwave hits, make it a little more difficult to land the shockwave.
I don’t think that the damage of shockwave needs to be changed, it’s fine for it to hit hard - just make the hits more rewarding.
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