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Spell Balance Suggestions
So! I've requested this once on the Discord and know it'll probs get some negative feedback but!

Could it please be considered to Add FM scaling to healing spells? atm due to crit potential and high FM stacking on basic dmg spells a 7 damage spell can outdamage ingrain a 13 power heal like its nothing, this to me just doesn't seem right >.<

Running calc's if FM was considered for Ingrain at my current level[217] it's be a 4147 heal instead of a 3770 as it currently is, this only results in a 377[approx 1.5vit] difference between the two this isn't much more but it'd be enough to counter upwards to 9dmg spells[which most builds have + some against anyways] but give just a hair advantage.

Run away would likely occur on tick heals. For Example my Dullahan's burden would go from 900 a tick to 1035 a +135 diff this is still out damageable especially as ppl scale higher and higher but this is a heal that ticks 5x so 675 extra through the duration this might add up to high considering how many tick heals vs burst heals are availible but yeah I strongly belief this should be looked into in some way shape or form to allow them to do what they are meant to better match other scalings.
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(03-15-2022, 12:39 AM)Lt. Heart Wrote: So! I've requested this once on the Discord and know it'll probs get some negative feedback but!

Could it please be considered to Add FM scaling to healing spells? atm due to crit potential and high FM stacking on basic dmg spells a 7 damage spell can outdamage ingrain a 13 power heal like its nothing, this to me just doesn't seem right >.<

The issue is that if you did this? The runaway effect on sustain builds would be insane. At some point you'd have the issue of all healing spells being nerfed into the dirt so that you ended up with the same thing.

The way this is dealt with best is utilizing auras/stances which give you raw pow stat and not FM stacking. Its a different type of meta that few people realize they should utilize. Stack pow on your enchants and such. 

I also hate sustain. Just a note.
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(03-15-2022, 12:54 AM)CurledSpiral Wrote:
(03-15-2022, 12:39 AM)Lt. Heart Wrote: So! I've requested this once on the Discord and know it'll probs get some negative feedback but!

Could it please be considered to Add FM scaling to healing spells? atm due to crit potential and high FM stacking on basic dmg spells a 7 damage spell can outdamage ingrain a 13 power heal like its nothing, this to me just doesn't seem right >.<

The issue is that if you did this? The runaway effect on sustain builds would be insane. At some point you'd have the issue of all healing spells being nerfed into the dirt so that you ended up with the same thing.

The way this is dealt with best is utilizing auras/stances which give you raw pow stat and not FM stacking. Its a different type of meta that few people realize they should utilize. Stack pow on your enchants and such. 

I also hate sustain. Just a note.

Most people hate sustain this is just fact but the rate they get outdmged is a little nutty when you consider how many options in the game are flat power vs FM and what options especially in the case of nature are FM instead of flat power. Adding these scales would be huge for sustain builds yes but there is still plenty of options ing to deal with sustain and apparently curses stack.

but yeah in terms of the aura/stance synergies with said builds its few and far between.
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So, here's a controversial suggestion on the healing scaling take...

What about a heavily reduced modifier wherein FM DOES get added, but not a big percentage? Say, like... 10% or 15% of the impact FM normally has on attack spells gets applied to healing spells. That way there IS a sense of progression, but it's so heavily reduced that it doesn't make sustain / runaway setups too powerful.

Because I definitely agree that sustain shouldn't be allowed to get too powerful. And I think even 20% of FM would be too much, potentially, given how potent some heals can be. But maybe slight portion of FM could apply to healing, just so healers don't feel left behind in that regard.

With that said, any boost to healing will also affect event battles a lot. Pond getting any more potent than it is would be noteworthy.
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Also! Here's a thought around ghost rip, I know changes have been spoke about in the past but I really like the concept of this spell. However! I think to keep the nature of the spell similar a 'charge' counter with like a 8 second cd between stores cap of: 3|2? could keep the spell the spamfest its known for but shifted to more 'combo support' than the spam to win it currently is or OoM trying.
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(03-15-2022, 01:22 AM)Lt. Heart Wrote: Also! Here's a thought around ghost rip, I know changes have been spoke about in the past but I really like the concept of this spell. However! I think to keep the nature of the spell similar a 'charge' counter with like a 8 second cd between stores cap of: 3|2? could keep the spell the spamfest its known for but shifted to more 'combo support' than the spam to win it currently is or OoM trying.

[Image: e007efc36ca98422979b96ba79ef073d.png]

I support changes to Ghost Rip.
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I've said it before, but REMOVE STYX SELF CONFUSE AHHH
IF I MISS ONE MORE ACID SPRAY BECAUSE OF STUTTER-STEPPING WITH CONFUSION I AM GOING TO LOSE MY MIND

Also give Poison Dart 20 range so I can snipe people from across the RPB box, please and thank you. This is not a joke.
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Nerf: Lightspeed
As an intermediate combo spell that out ranges most other spells ing that are lol click I feel its range should be cut in half or moved back to master slot
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Nerf: earth

Let it just be a slow, and not let it fuck up with gcd
[Image: c6e18f0d105a606911deeeed1d34b598-png.jpg]
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Not really a balance suggestion but something I noticed!

Blood Poll: On paper it says 25mdam, 10 vit and 10% FM while target bleeds

Its actually only giving 15 power instead of 25 as it claims this! seems weird, can either the tooloop be fixed to show proper or could the power be adjusted to what it says it should be giving?

Also! While on topic I noticed a number of things are outdated in terms of tooloops that draw misconceptions towards the spell/aura such as:
Tree of Yggdrasil - Claims its a 3 power heal but if you do the math in accordance to your /power reading its actually only doing 2.5 power not 3

Blue Shroud - 30 power it claims on the tooloops but its only 25 power and 10% FM under 50% HP

There is many more outdated tooloops but these 3[including one above] I can think of off the top of my head and an update to spell books to show proper power/adjustments to spells to be as they claim would be greatly appreciated!
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