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Spell Balance Suggestions
#61
Spell: Blood Miasma

Suggestion: It's really bad now. It's not worth as an close-ranged spell because the RNG of the clouds are too janky to deal consistent damage. It's become basically worthless with a 30 s cooldown.

Make the clouds uniform, give them homing, or revert the change in projectiles. It's now the worst spell in Blood with a 15RPP cost.
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#62
Spell: Lightning trap

Suggestion: Raise it's cooldown or have the Cooldown start AFTER the trap is finished. As it is now, people with high agi can have lightning trap back up in time before even the first ones finished. Added that it last a long time, it lingers a second after it disappears. Follow up with lightning javalin. It's a really strong combo. 

Spell: Weighted Punch

Suggestion: I don't mind if it retains the GCD, but the nerfed range has made it pretty much USELESS! I mean... I wish I could show the amount of times i've missed using it point blank. Because they back peddled me. Unlike Psmash which is instant, the wind-up animation for jab pretty much only makes it work within face-to-face range; with a delay.

Either, make it gcde so it doesn't leave people standing there to face tank a move suddenly. And without any means of retaliating. Or, increase the range so it'll actually land. v..v it's 2 tiles atm, i'd suggest 4 since it's gcd as well not like you can follow up immediately with anything hard hitting. Which means it should be a bit easier to land at least. As is, it only helps kiters land moves on you, rather than actually keeping pace with kiters.
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#63
Spell: Mend
Suggestion: Raise the amount it heals, or reduce the cooldown of it. As it is, it doesn't feel like it heals for that much, given someone at 170 has around 43k health and it generally heals for about 1.8k every 20ish seconds or so? Seems kind of meh given it's the only true heal in holy. I'm not counting guardian given that it will only heal 20% of what you're hit with, so that in itself is iffy and unreliable.

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Spell: Darkness
Suggestion: I'm not sure if the change is in or not. It was supposed to be in yesterday? Not certain - but uh, if it IS in, it's still doing absolutely no damage.
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#64
Spell: Homing Projectiles

Suggestion: Either remove all the homing on things like Earth Bomb/Bubble/Shardshot, or give homing back to the rest of the projectiles. These spells are pretty strong right now because if you don't already have one, you're kinda just forced to take it.
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#65
Spell: Scattered Lights
Suggestion: Increase the damage, lower the cooldown, or give it Ring of Malice's AI. As it stands, it's rare that many of these orbs will connect and the cooldown is so very long for it.
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#66
Spell:Feral Swipes/Draconic Slash
These racials are 2 tile ranged abilities that hits for 10 spelldam. If it's gonna lose its GCDE at least return it to 15 spell dam or give it a better range of 1 tile.
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#67
Spell: Prism Beam
Suggestion: ...Give it blind. You're being SLAMMED with SUPER BRIGHT light. It's a skillshot!

...yeah...make it blind...
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#68
Spell: Energy Rapidfire

Suggestion: Allow Energy Rapidfire to fire from the corner of your body and give it better homing. This move is near impossible to land if the opponent either moves or has just been stunned. Give it some usability that doesn't rely on stuns.

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This is also just a general call out to Illusion. It fucks with you far too much and allows the enemy to stay away from you for a good fifteen seconds, then snipe you across the map for 6k damage with Illusion Flurry.
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#69
(12-14-2019, 01:24 AM)SmugGod Wrote:
This is also just a general call out to Illusion. It fucks with you far too much and allows the enemy to stay away from you for a good fifteen seconds, then snipe you across the map for 6k damage with Illusion Flurry.

You have to be a pretty good distance close to your opponent to use Illusion Flurry.
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#70
Suggestion: Give the Syndicate a Garuda style mountain town. Or something that isn't just sewers all the time.
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