Besides this whole thing: http://forums.demigodthegame.com/343246 about the balance, and the whole mechanics of shatter which is a part of Deep Freeze, Deep Freeze has another problem: It's bugged.
What Deep Freeze is actually doing is WHILE IT'S ACTIVE it increases the cooldowns.
But even the quickest cooldown skills, it increases their duration longer than Deep Freeze is active.
What Deep Freeze is ACTUALLY doing is making all CURRENTLY RECHARGING skills be unusable for 7 seconds.
Affects = { Cooldown = {Mult = 2.2}, }
It's multiplying the cooldown while the debuff is active. When DF ends, it's not longer multiplying it. This functionality is completely bad.
If it where to remain this way, the skill description would actually read "For 7 seconds, all recharging skills cannot be used until the 7 seconds is up." And that's basically.. what it does at DF level 2. DF doesn't gain any at level 3 or 4 because it's already increases cooldowns way longer than 7 seconds, even if you catch them at the last second.
Example..:
For people who haven't experienced it.. Imagine this scenerio:
- You cast a spell with a 10 second recharge.
- When it has 1 second left before it's recharged, you get deep freezed.
- It's cooldown now changes to 17 seconds(26 seconds, minus 9.
- Once the cooldown is down to 10 seconds left, it is usable, as deep freeze has ended so the cooldown is now -6, basically.
Even if the skill description did say "For 7 seconds, all recharging skills cannot be used until the 7 seconds is up.", that's a blehhhh skill. It's a bug in the skills functionality, not the description.
And keep in mind, if someone casts while deep freeze is active, it's NOT increasing their cooldown, since the cooldown resets for those once deep freeze ends.
The Fix:
Deep freeze needs to ONLY effect skills that are cast while the debuff is active, and increase the duration of those. It should not effect currently recharging skills. When a skill is cast while deep freeze is active(or, if a skill is interrupted by it) it should increase it's cooldown until that increased cooldown ends.
And while at it.. It should increase a set number of seconds, not a percentage. Like 1.5/3/4.5/6 seconds or 2/4/6/8 seconds.
The % increase is too insane on the higher cooldown skills.
Erebus' Mass Charm (AoE stun) has a simular thing.
100% increase for 7 seconds.
That description is so confusing in the same way. Basically what it's doing it making already recharging skills not recharge for at least 7 seconds. Which I think is.. rather dumb. :/
Why not something like "Enemy skills which are recharging take an additional 6 seconds longer to recharge. For each skill effected this way, that enemy loses 250 health and you gain 250 health" With of course fixing the bug that makes the additional recharge only happen when the debuff is on them. That's 1k damage, 1k life gained if you hit it on someone that just dumped all their skills. And it's AoE. But it's very conditional.
Or: "Enemy skills which are recharging take an additional 6 seconds longer to recharge. For each skill effected this one, one of your skills recharges instantly, except for this one." But that wouldn't be as useful on Erebus, since his skills mostly recharge really fast.