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Hi! Local Blood Mage here!
Bonds of Blood: .5 power heal per bleeding target
Any summoned creature/object can bleed during a RPB from clone to vines even tree of yggdrasil and mandrakes.
This can result in upwards to 3+ power heals in accordance to who or what your fighting for example the highest bonds can get is against Ent's/Nature's command ultimate + Tree + Mandrakes
The vines alone again Ultimate can result in a 5 power Heal per bleed proc
Mandrakes upwards to 2 power heals per bleed proc
Tree of yggdrasil .5 power and the target for another .5 power offering an 8 power heal if you can manage to hit every thing per proc. This is very excessive and makes it near impossible for Ents/Nature magi to actually damage a blood magi, should consider removing bleed from mobs to help counter act such a huuuge deficit or reduce the effectiveness of such heals against mobs as to prevent healing soo much against mobs/pets in RPB
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03-26-2022, 11:32 PM
(This post was last modified: 03-26-2022, 11:37 PM by Touc.)
Should Shadow Claw deal 14 damage with an 18 second cooldown when spells that are harder to hit do less damage with longer cooldowns? It doesn't help that it's in a really good tree, so it's easy to stack with just about everything else.
Also, as for Bonds of Blood, Ent summons have to have at least some kind of counter. If you don't want your enemies to heal off of it, just don't summon.
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(03-26-2022, 11:32 PM)Touc Wrote: Why does Shadow Claw deal 14 damage with an 18 second cooldown when spells that are harder to hit do less damage with longer cooldowns? It doesn't help that it's in a really good tree, so it's easy to stack with just about everything else.
i would agree with u abt most spells, but not with shadow claw.
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03-26-2022, 11:44 PM
(This post was last modified: 03-26-2022, 11:54 PM by Touc.)
(03-26-2022, 11:36 PM)KING Wrote: (03-26-2022, 11:32 PM)Touc Wrote: Why does Shadow Claw deal 14 damage with an 18 second cooldown when spells that are harder to hit do less damage with longer cooldowns? It doesn't help that it's in a really good tree, so it's easy to stack with just about everything else.
i would agree with u abt most spells, but not with shadow claw.
Can you explain why?
Shadow Claw is a very powerful ability, especially given that it's an opener (considering many openers are mediocre by design). It knocks your opponent back, so they can't re-engage you unless they either use a speed boost or use up a dash. At the same time, it deals huge amounts of damage and can be spammed out at incredible rates if you have decent agility.
When combined with certain homing skills like Mind Fray or Bang, Shadow Claw becomes an insane kite tool for deterring those who have to get close such as melees while also doing eyewatering amounts of damage. Your opponent can try to close in, but with the power of the slow combined with Shadow Claw, they'll be completely unable to fight at all.
Compare it to skills such as Ice Flurry, Steam Blast, Blades of Light (sort of), and Fire Stream, which all require substantially more investment and effort to hit for what feels like way less reward.
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(03-26-2022, 11:44 PM)Touc Wrote: (03-26-2022, 11:36 PM)KING Wrote: (03-26-2022, 11:32 PM)Touc Wrote: Why does Shadow Claw deal 14 damage with an 18 second cooldown when spells that are harder to hit do less damage with longer cooldowns? It doesn't help that it's in a really good tree, so it's easy to stack with just about everything else.
i would agree with u abt most spells, but not with shadow claw.
Can you explain why?
Shadow Claw is a very powerful ability, especially given that it's an opener (considering many openers are mediocre by design). It knocks your opponent back, so they can't re-engage you unless they either use a speed boost or use up a dash. At the same time, it deals huge amounts of damage and can be spammed out at incredible rates if you have decent agility.
When combined with certain homing skills like Mind Fray or Bang, Shadow Claw becomes an insane kite tool for deterring those who have to get close such as melees while also doing eyewatering amounts of damage.
Compare it to skills such as Ice Flurry, Steam Blast, Blades of Light (sort of), and Fire Stream, which all require substantially more investment and effort to hit for what feels like way less reward.
I think the big reason is that the only way you can really vitalize it consistently is by either A. using it defensively to counter incoming attacks or B. getting a hidden with a space tp. If you try and use it offensively you're going to be missing it a lot more than not so while yes, it is very good against melee builds, against other builds that don't require that closeness it's difficult unless you have a specific hidden to tp you in and close the distance. Playing it offensively is definitely something you have to work on otherwise unless the build is melee or another tree that consistently gets close, it's a lot harder to land.
Granted, this is based on my personal experiences with the tree so take it with a grain of salt.
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(03-26-2022, 11:44 PM)Touc Wrote: (03-26-2022, 11:36 PM)KING Wrote: (03-26-2022, 11:32 PM)Touc Wrote: Why does Shadow Claw deal 14 damage with an 18 second cooldown when spells that are harder to hit do less damage with longer cooldowns? It doesn't help that it's in a really good tree, so it's easy to stack with just about everything else.
i would agree with u abt most spells, but not with shadow claw.
Can you explain why?
Shadow Claw is a very powerful ability, especially given that it's an opener (considering many openers are mediocre by design). It knocks your opponent back, so they can't re-engage you unless they either use a speed boost or use up a dash. At the same time, it deals huge amounts of damage and can be spammed out at incredible rates if you have decent agility.
When combined with certain homing skills like Mind Fray or Bang, Shadow Claw becomes an insane kite tool for deterring those who have to get close such as melees while also doing eyewatering amounts of damage. Your opponent can try to close in, but with the power of the slow combined with Shadow Claw, they'll be completely unable to fight at all.
Compare it to skills such as Ice Flurry, Steam Blast, Blades of Light (sort of), and Fire Stream, which all require substantially more investment and effort to hit for what feels like way less reward.
Shadow Claw is a fine spell, but you're overrating the knockback. It's 1-2 tiles? Or nothing significant enough to where you can't just keep walking at someone to re-engage. Void Cutter is a knock back that forces you to use a speed boost, dash, or some sort of teleport to re-engage, shadow claw is not like that.
Incredible rates is not accurate. No one is using shadow claw off cooldown like they would a homing, to make use of the spell you have to either only use it defensively when someone tries to engage, which won't be off cooldown which negates most of the factor of it having a short cooldown. Or you use it offensively which allows you to use it off cooldown, but likely to little success.
Ice Flurry, Steam Blast, Blades of Light (sort of), and Fire Stream. Both fire stream and ice flurry do more damage than shadow claw on a 2 second higher cooldown and have cc attached to them that's stronger than shadow claw's knockback imo. And I'd argue it's around the same difficulty to hit. Blades of Light has way more damage potential than shadow claw and isn't the same spell tier as it, and steam blast does the same damage as shadow claw but it suffers from being recently OP and got nerfed tot he ground.
If anyone can land shadow claw 100% of the time then all the power to them, but that's not realistic so idk why you'd nerf the stats.
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03-27-2022, 12:28 AM
(This post was last modified: 09-22-2022, 02:20 AM by Allegory.)
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So this spell isn't even in the main game yet but its a menace that needs fixed!
The Mana absorb aura, I've seen it now in a few CoD's and it seems to be consistently removing all mana at the start of conflict than draining 35 mana a tick after that keeping you perpetually OoM and unable to actually do anything. If this is one of the spells going into the Mana Absorb tree in the future please please nerf this to manageable numbers cause as it stands it is farrrrr too effective at its job offering literally little to no counter play around it. Also it drains about half the box outdoing the toggle by allloooot which doesn't seem right in the slightest.
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Lower the range on Titan's Lance or make it an intermediate. For the love of balance, the range on it makes it hands down the best sear like spell.
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(04-02-2022, 10:13 PM)Koriv Wrote: Lower the range on Titan's Lance or make it an intermediate. For the love of balance, the range on it makes it hands down the best sear like spell.
Phantom Strike (Unarmed/Armed) - Makes you skip through the lance with only a little damage
Shadow AoE (Shadow) - Makes the lance skip through you.
Shield (Energy) - Greatly reduces it's damage
Literally any invul in the game (Unarmed/Mist/Poison/Shadow/EnergyMagma, etc.) - Flat out negates damage
Teleports (like lighting aura or anything with click/space tb) - If timed correctly, can bait the lance out as you zoom through it
You can also do things like block, or generally be around the edge of the box to minimize it's damage.
Titan Lance, much like many other sear-type spells, still have it's general weaknesses so I see no reason why would it be unbalanced, granted just how much counterplay does the spell itself have.
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