Thank you for your feedback, please keep in mind that this is just something we are testing on the balance channel and isn't guaranteed to be implemented.
There are a few points I would like to address:
1. DW has a 10% damage nerf, this was done because DW had a very unfair dshop advantage. (They could become very resistant to melee/physical damage and boost their damage up to 25% whereas their melee opponents could only boost their attack but no defense against magic at all.) This caused BW, Mage, and Segnale to benefit more from dshop buffs than any other class.
2. Testing with DW there are some combos I discovered that can root their opponent for several seconds causing them to be unable to move. (Both movement speed debuffs cast very quickly and can stack with either other)
Even if Hammered used full Dshop buffs, I would still hit 10~12k whites and 25~27k crits because none of the old dshop buffs gave any elemental resistance
So glad I quit this soon to be dead class ! Will defiantly help other classes fight them, but ultimately make that skill useless. Trust me the way it seems from that video, it is like how bio is used, except you have to a mode a area to use it. If you do not lag this skill will be awesome, but anyone who lags might want to quit.Most dw slows suck already, and relied on placing skills like bio in a good timed spot for max damage.
I could be wrong, but I doubt it, and time will tell if dw dies out after this. Already nerfed 10% of there damage (d-shop buff), and now your changing there BEST skill.
I just wanted to show you guys a cool rework we've done for the upcoming comprehensive balancing update. This isn't something confirmed 100% yet, but it is a rework that we are testing along with the several other changes we've made. Just showing you guys this one because I think it's a pretty cool re-work.
Dark Wide: While this is an awesome skill, it has a few problems. Since it isn't dodgeable, it makes playing against a DW really frustrating because they have this really powerful skill that you could do nothing against. Dekaron is a "skill" based game, and while we like this skill, we don't really feel like there should be a skill that does this amount of damage without dodge opportunity. It's a repeat of the Dark Avatar situation, which was changed to be dodgeable in its own official rework.
Since this is a really powerful Wizard skill though, we can't just make the whole thing dodgeable as that would be too big of a nerf.
We're testing a rework that has changed it so that 1) AOE size is larger on all hits (not progressively getting larger anymore) and 2) it is dodgeable now. 3) The delay between hits is slightly faster to make up for the fact that it's dodgeable
The goal was to make the skill into one that is powerful but also takes technique and strategy to properly execute, and we think we've achieved that goal.
Below you'll see a video of how it works now. Keep in mind though, we're testing this re work, meaning it may be different when the comprehensive balancing update is done.