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Spell Balance Suggestions - Printable Version +- Chronicles of Eternia (https://chronicles-of-eternia.com/forum) +-- Forum: Out of Character (https://chronicles-of-eternia.com/forum/forum-1.html) +--- Forum: Suggestions (https://chronicles-of-eternia.com/forum/forum-7.html) +--- Thread: Spell Balance Suggestions (/thread-585.html) Pages:
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RE: Spell Balance Suggestions - Hated - 04-15-2020 by giving it a bleed it would likely be reduced in power RE: Spell Balance Suggestions - Detective100 - 04-15-2020 (04-15-2020, 12:46 AM)Hated Wrote: by giving it a bleed it would likely be reduced in power If it gets reduced in power to make it bleed, I can see the exchange being reasonble. Perhaps a bit less overall damage, in favor of working together with the rest of the blood tree gimmick better. I'll actually be for it. RE: Spell Balance Suggestions - Prestige - 04-15-2020 it's unnecessary. most spells in blood bleed already. you don't need every single one of them to be the same. RE: Spell Balance Suggestions - BrahmsFrost - 04-15-2020 (04-15-2020, 12:55 AM)Prestige Wrote: it's unnecessary. most spells in blood bleed already. you don't need every single one of them to be the same. Make it rot :3 RE: Spell Balance Suggestions - EoD - 04-15-2020 How about it just have one spell that does damage and nothing else? A lot of the advanced trees (like metal) with no real prohibitive access cost feel overloaded (yes, you too crystal) compared to basic ones. Why don't we just put burn on every fire spell? Can I get mud and knockbacks on maybe 50% of the earth spells? How about adding some stuns that aren't worthless to lightning? Not serious, though lightning trap is definitely useless. My suggestion is to make it last longer than like the 5s it does now or at least do an amount of damage that makes melee think twice about pushing their 'I-win' Phantom Strike button and completely ignoring the stun element through it, thanks. RE: Spell Balance Suggestions - Oyster. - 04-15-2020 there was a brief moment when ltrap lasted like 10s with a 19s cooldown and was hell to deal with as for buffing blood ball. die RE: Spell Balance Suggestions - EoD - 04-15-2020 Spike Trap was added as an Intermediate but currently feels quite bad due to a combination of both having an activation time and triggering GCD. It's basically only worth the time to use against people that leave you alone like kiters... Which a trap is virtually useless against itself. My suggestion is to either make it gcde or removing/greatly lowering the activation timer. RE: Spell Balance Suggestions - Trenton - 04-18-2020 Despairing Tendril's range should be increased by one or two, and the heal as such should be reduced to 25% or something or maybe the damage should be lowered slightly in response. Right now it's an extremely high risk spell for little reward because it seems to be insanely hard to hit- it's 3x3 so you have to get as close as humanly possible. My suggestion? 2 range, 10 damage, 15 second CD Ring of Malice is extremely lackluster. The tracking on it is very poor for the amount of rings right now and the amount of damage, but it's wrong to say that both should be increased without lowering the other. Increase the spawns or the speed/range of the rings. My suggestion? 18 rings, 45 range, 35 second cd, 1.5 spell damage. It lost every aspect that it used to have- where it was once a spell that made you really worry about positioning so you'd take the least damage, or force you to hold down block. Right now you can just sit there and even laugh at the caster for using it because it's not doing anything at all! RE: Spell Balance Suggestions - Rod - 04-18-2020 Garuda: 10 second Cleanse(It doesnt work as a slow immunity, and its not even a good cleanse, you cant get off of roots and not immune to stuns) Should not be a 60 second CD. Considering the other styles, and mage styles introduced, this is just ridiculous. RE: Spell Balance Suggestions - Hunts Alone - 04-18-2020 (04-18-2020, 03:43 PM)Trenton Wrote: Despairing Tendril's range should be increased by one or two, and the heal as such should be reduced to 25% or something or maybe the damage should be lowered slightly in response. Right now it's an extremely high risk spell for little reward because it seems to be insanely hard to hit- it's 3x3 so you have to get as close as humanly possible.The whole riptide tree seems something besides maybe the opener. The aura is extremely lackluster compared to everything else. The lifesteal barely procs which makes the aura just +15% AP and -5 DR. That's not worth it. Since lifesteal seems to be the main draw of the tree, even though Blood generally does the same thing and makes more sense, the lifesteal should either always happen at a low drain rate or buffing the chance of lifesteal to like 20-30%. Or rework the aura altogether. Something could would be the chance for a melee attack to hit twice using the tendrils you have on your back though that may be a bit broken if the rate is higher than 20%. It'd only need to happen once or twice a fight to be useful enough. It could keep the AP and DR stats and be sort of a hyper-aggressive tree. Just throwing out ideas becuz idk where riptide is rn. It just need changes. |