Chronicles of Eternia
Spell Balance Suggestions - Printable Version

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RE: Spell Balance Suggestions - MutesToCry - 07-30-2021

Spell: Fireball + Scorch
Suggestion: Update the fire tiles for these spells to use the plasma colors as well since it changes the color of all Fire spells. (I'd personally like to tell the difference between my plasma fire tiles and enemies in the heat of battle)


RE: Spell Balance Suggestions - Player2 - 07-30-2021

Spell: Any large summons. Large Vine Summons, Guard Summons, wolves, whatever. If they're over three.

Suggestion: Nerfed. They need seriously nerfed. Make them a timed spell not just constantly on all of the time. You literally cannot get past a wave of 15 vines. It's impossible. If you space teleport or dash you get stuck on them. They  need to be nerfed not only in that way but in damage. A vine should not be able to do 800 to 1,000 damage. They should be like every other spell in the game. You activate them and they only last a certain amount of seconds before fading away. Otherwise, a large vines summons is unbeatable.


RE: Spell Balance Suggestions - Lammy - 07-30-2021

(07-30-2021, 09:02 PM)Player2 Wrote: Spell: Any large summons. Large Vine Summons, Guard Summons, wolves, whatever. If they're over three.

Suggestion: Nerfed. They need seriously nerfed. Make them a timed spell not just constantly on all of the time. You literally cannot get past a wave of 15 vines. It's impossible. If you space teleport or dash you get stuck on them. They  need to be nerfed not only in that way but in damage. A vine should not be able to do 800 to 1,000 damage. They should be like every other spell in the game. You activate them and they only last a certain amount of seconds before fading away. Otherwise, a large vines summons is unbeatable.

you're putting in the wrong numbers everywhere.

its ten (10) vines doing three hundred to four hundred (300 - 400) damage when they pass by.

And while it is pretty obnoxious for Ents to have so many vines that have high health numbers, it's disingenuous to make up these numbers, period.


RE: Spell Balance Suggestions - MutesToCry - 07-30-2021



[Image: qyKBxbW.gif]


Spell
: Scorch

Suggestion: Buff the damage overall or possibly rework Scorch because the tooltip is false in what it speaks of. It says it does 5 spell damage and it's supposed to do so for every tick, but the damage numbers suggest that it's doing more like 2.75-3 spell damage. Not to mention the spell itself is a Master and lasts 7 seconds, which the damage ticks happen every second. If it should be changed, we can go three routes.

Route 1; Give Scorch better treatment and make it have a stronger 'initial' start hit and weaker DoT hits. Even possibly adding a Confuse on damage ticks. Maybe like 13 damage initial hit but more like 3x Power for ticks after the initial every second still, but lower the AoE to be 5 seconds rather than 7. 

Route 2: Give Scorch its full 5 spell damage ticks back (because it's most def not hitting them)

Route 3: Move Scorch from a master to a basic. Yes, I said BASIC because of the damage it does right now? It's not worth being a Master spell in no sense of the word. Sure it's a big AoE but so is Star Rain and that is a basic. They do similar similar damage, yet one slows whilst inside. Also, lower the RPP cost from 15 to 10.


Additionally, I can see if someone went Cosmic/ Fire they'd get a kick out of having two AoEs for like 60 RPP.



RE: Spell Balance Suggestions - Lung - 08-10-2021

Spell: Fist Barrage.

Suggestion: Change range from 1x3 to 2x3, but, in direction of the Character.

Doing this suggestion again because of lariat, we know sometimes jab do a weird teleport and end up on diagonal instead of the back of the enemie, even enters the target sometimes, so i think with that small balance? will avoid missing even when that happens, most of cases lariat is throw but the enemy end up or inside us, or on that lateral tiles i marked.

I almost  100 % chance missing barrrage if the jab teleports like that and mess up lariat position, that with the small range of barrage? ends in a miss. dont look like a huge dif i guess? is not like its adding it foward and turning into a flamethrower. 


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RE: Spell Balance Suggestions - Player2 - 11-02-2021

Metal needs to be reworked period. It's insanely over tuned and has way too soft of Cool Downs for the amount of damage it does on top of all of the stuns/roots it does. It needs to be seriously reworked. Seriously, seriously reworked.


RE: Spell Balance Suggestions - NikolaNeiju - 11-02-2021

things that counter Metal

- War Cry (Rhoynish AND the gem)
- Garuda (Root cleanse)
- Cleanse (Wellspring, root cleanse.)
- Silver Surge (Tempest, cleanse.)
- ANY form of invul (Shadow, Magma, Poison, Mist. Bone.)
- P.Strike and it's unarmed alternative (allows to  dodge most of Metal Lance damage when you're rooted by the grip, probably some other spells too.)
- Blocking, as it gives you like 25% DR boost to your 9% plus any other boosters or hiddens you might have, when rooted you can still cast spells* and block

* Any spells that are not mobility related, those will get whiffed. It includes tp-like strikes (Piercing Strike, Fist of Justice.)

Practically anything that gives you stun immunity whiffs like half of Metal-based combos. If they DO manage to root you, then you can always BLOCK to negate most of the damage, on top of any other modifiers given by either spells or hiddens, items.


RE: Spell Balance Suggestions - Milly - 11-02-2021

(11-02-2021, 07:39 PM)NikolaNeiju Wrote: things that counter Metal

- War Cry (Rhoynish AND the gem)
- Garuda (Root cleanse)
- Cleanse (Wellspring, root cleanse.)
- Silver Surge (Tempest, cleanse.)
- ANY form of invul (Shadow, Magma, Poison, Mist. Bone.)
- P.Strike and it's unarmed alternative (allows to  dodge most of Metal Lance damage when you're rooted by the grip, probably some other spells too.)
- Blocking, as it gives you like 25% DR boost to your 9% plus any other boosters or hiddens you might have, when rooted you can still cast spells* and block

* Any spells that are not mobility related, those will get whiffed. It includes tp-like strikes (Piercing Strike, Fist of Justice.)

Practically anything that gives you stun immunity whiffs like half of Metal-based combos. If they DO manage to root you, then you can always BLOCK to negate most of the damage, on top of any other modifiers given by either spells or hiddens, items.

you forgot dodging <3


RE: Spell Balance Suggestions - NikolaNeiju - 11-02-2021

(11-02-2021, 07:45 PM)Milly Wrote:
(11-02-2021, 07:39 PM)NikolaNeiju Wrote: things that counter Metal

- War Cry (Rhoynish AND the gem)
- Garuda (Root cleanse)
- Cleanse (Wellspring, root cleanse.)
- Silver Surge (Tempest, cleanse.)
- ANY form of invul (Shadow, Magma, Poison, Mist. Bone.)
- P.Strike and it's unarmed alternative (allows to  dodge most of Metal Lance damage when you're rooted by the grip, probably some other spells too.)
- Blocking, as it gives you like 25% DR boost to your 9% plus any other boosters or hiddens you might have, when rooted you can still cast spells* and block

* Any spells that are not mobility related, those will get whiffed. It includes tp-like strikes (Piercing Strike, Fist of Justice.)

Practically anything that gives you stun immunity whiffs like half of Metal-based combos. If they DO manage to root you, then you can always BLOCK to negate most of the damage, on top of any other modifiers given by either spells or hiddens, items.

you forgot dodging <3

bold of you to assume that I have the skills to dodge a homing root that disappears when I slightly back off.


RE: Spell Balance Suggestions - TheHopscotch - 11-25-2021

Let's talk about the Wind Specs for a moment.

Bolt: 7 damage, highest range in the game for a homing, making it difficult to punish.
Lightning Burst: 11 damage on a 19s CD. Very easy to get a free hit in after a piercing strike.
Piercing Strike: 16 damage
Shockwave: 15 damage, incredibly easy to hit, probably fine but worth mentioning.
Arc of Devastation: 18 damage, albeit this one is dodgeable and has a high enough cooldown to warrant its damage.
Cloudburst: 17.5 damage that's now relatively easy to hit, higher spell damage than illusion flurry which locks both you and your opponent in place.
Sonar Cacophony: Idk how much but it's a lot total, paired with Twister and Devouring Winds it's literally inescapable, and for some reason a Basic

Devouring Winds also gives 5% AP which just adds to the insane DPS all while dragging inwards. Even Armed (which is overpowered) is outdone in every trade, and all of the above can be afforded on a single hotbar with the new spell costs. Please tone it down so rounds can last longer than 30 seconds.