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Spell Balance Suggestions
Spell: Compression

Suggestion: Have it last like .5 seconds longer as a stun, so you can combo with it w/ Caster into something, otherwise it's a fine spell.

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Spell: Gravity Bomb

Suggestion: Lower its cost to 10, it's definitely not a 15 rpp skill and makes you have to spend 55 in Gravity to reach intermediate, because there is no other 15 cost in Gravity.


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Spell: Telekinesis

Suggestion: Make it stun, it's the worst Master in game right now because of the fact it does 1 tick of 4.5 and then they've already confused walk their way out of it, or just dashed.
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Make vine whip and water whip stun for as long as eachother.

They both can be dipped for at this point and there's no reason vine whip's stun should be twice as long as water whip's...
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Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
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For the love of god, speed up shadow master. This shit ridiculous.
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Spell:Tactician (buff)

Suggestion:Some ammount of dr while the spell dodge is active. Even if you right the right timing sometimes dont matter, if the spell dodge dont triggers at all, so that way would be Beneficial hit the timing in any case

2º ideia(random one i had): Gives 50 % spell dodge and 50 % chance of return (? %) damage back./ Or maybe rerturn % of the damage that you dodged.


Spell: Fist Barrage (adjustment)


Suggestion: Something to know when barrage is at seconds 2,4,6 of the duration. (Visual effect?, Sound?) This Will fix the problem of not knowing when the skill will hit(since a rush in these seconds give a hit) and If its worth expose yourself to apply tiks. The way is now you need count the seconds ... Take a risk of being stunned or dragged and bam, miss the timing, get punished for nothing. I see It as random spell where you Hope you engage in the right timing instead of a toggle buff, of course the First tiks are okay. But its not a 7 s active buff? how can seconds where you can miss be a buff at all.


Spell: Iron body (minor buff)

Suggestion: Being able to activate Tactician effect while is in white effect. will make stun punishes at least better to try handle.
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lower the range on the metal version of sear. that thing can carry people around the rp box two times over !!
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(04-10-2021, 06:36 AM)Lung Wrote: Spell:Tactician (buff)

Suggestion:Some ammount of dr while the spell dodge is active. Even if you right the right timing sometimes dont matter, if the spell dodge dont triggers at all, so that way would be Beneficial hit the timing in any case

2º ideia(random one i had): Gives 50 % spell dodge and 50 % chance of return (? %) damage back./ Or maybe rerturn % of the damage that you dodged.


Spell: Fist Barrage (adjustment)


Suggestion: Something to know when barrage is at seconds 2,4,6 of the duration. (Visual effect?, Sound?) This Will fix the problem of not knowing when the skill will hit(since a rush in these seconds give a hit) and If its worth expose yourself to apply tiks. The way is now you need count the seconds ... Take a risk of being stunned or dragged and bam, miss the timing, get punished for nothing. I see It as random spell where you Hope you engage in the right timing instead of a toggle buff, of course the First tiks are okay. But its not a 7 s active buff? how can seconds where you can miss be a buff at all.


Spell: Iron body (minor buff)

Suggestion: Being able to activate Tactician effect while is in white effect. will make stun punishes at least better to try handle.

Got to recall that some moves become brutal with more synergies. Ones I don't see being used because of lack of CC Immunity is Iron Body.

Anyhow on Tactician, I think its fof more sustain builds. It certainly works specially if you have something like Guardian and Mend.

Iron Body could use some CC immunity love.

I love Fist Barrage and think its fine. I use it a ton now.
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Spell: Stardust Explosion
Suggestion: Buff it... whether it be by an increase of damage or a lower cd. As it stands, it's currently an 11 spell damage public master with a 25 second cd. Now, on paper... that doesn't seem so bad but when you look at Lightning Burst which is the same damage on a lower cd while also having close to the same range (since SE's range is bugged) as well as account for other masters such as well - all others save for scorch, doing more damage, and even having additional effects in some cases, it simply can't compete.

Now, many people have suggested to me that I just use Arc of Devastation instead given that my build is Cosmic/Lightning. It's better in every way undisputedly, though as someone who's playing a Pelleaux I'd rather use cosmic's public master for the ic.

P.S, please fix the range bug as well as seen in this thread: https://chronicles-of-esshar.com/forum/s...p?tid=7160
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Spell: Holy/ Occult AOEs

Suggestion:

• Increase the damage to actually be 8. Currently it is 4-5 damage or so; the ticks of 8 damage just don't happen.

• Return special effect of AP/ DR (to Occult & Holy respectively), or increase range; they're pretty small comparing to AOEs such as Pond, Star Rain, Magma AOE, etc. You could buy bigger version, of course - but that requires hefty 55 RP investment (can't buy 50 due to opener being 25) + the cooldown is atrociously large (along with small damage). Still not very worth.
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Spell: Bubble Blast

Suggestion: Lower its Mana Cost to 10, its currently 2x other orb spells, with a lower CD = OOM central

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vs.
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It's a solid skill, minus the fact it takes so much mana on a low CD.
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Spell: Abyss Pool

Suggestion: Currently, the skill puts the same layout shadow walk does by making the character all black.
Since both abilities are in the same tree, would it be possible to have the black layout removed so that I'll be more certain when exactly does the shadow user activates shadow walk?
I know you can technically notice the difference by the speed boost, but I am certain there are times some (notably me Blush ), would eventually get puzzled and confused in the heat of battle.
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