This is what the infuse health thread really was about, but I assume its better to make a new thread.
This is not a thread for discussing whether it needs a nerf or not. If you want to talk about that, do it somewhere else but not here.
This thread is about how to nerf ER.
The problem with ER is that E/Mos use it to maintain prot bond (on the whole party if they are decently competent) and spam infuse without any downside whatsoever.
An ER nerf should target the above problem, while avoiding nerfing the skill in a way that makes it completely useless. This has to be done without targeting eles using the skill as general energy management or hero eles using ER, since they arent abusing the power of infuse, nor are they maintaining bonds.
Heres a few of my suggestions:
Whenever you cast a none elementalist spell, your energy is set to zero.
Then thingy is that the set to zero clause happens at spell activation and the usual energy gain from ER happens at spell completion. This would still let eles spam and maintain bond to a certain degree, but getting interrupted/KDed/whatever while casting a spell would kill your energy. Adding a "you lose all bonds" clause could also be done, if you really dont want them to maintain bonds (while spamming infuse).
Remove the health gain
Pretty simple; no more infusing. Bonds and protting would still work.
Only works with ele spells
By bringing burning speed, you could still do everything you could before, though now you cant chain cast infuse in the same way, nor can you prot none stop since youll have to spam a useless skill to gain energy. This would hurt heroes quite a bit though.
Whenever you cast a none elementalist spell, that spell is disabled for 5 seconds OR whenever you cast a none elementalist spell, all your skills are disabled for 3/4 seconds
This would severely limit spamming, both of prots and infuse. Bonding would still be possible, but the party starts to take damage, it will be very hard to spam your energy back up.
Personally, I would love a nerf that makes ER slightly weaker, but also more tricky to play. Mabye "whenever you cast a none elementalist spell, you are knocked down" ?. Come with your own suggestions. We dont need more dead skills, diversity is a big part of this game.
E


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Anyways...