Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Spell Balance Suggestions
The main issue in my opinion with Titan lance, and certain other sear attacks, is that many of them have near non-existent charge animations, or none at all.

Funny thing is, Titan Lance actually has a charge animation- But with details so minor that most flashy auras make it blend seamlessly and near impossible to spot.

There are counter plays, yes, but they all involve either reacting to spell on time, or predicting that it is about to activate if you can't see the charge animation properly- Which is what I had to resort to back when I played if I wanted to activate my invuls before the titan lance pops on screen, especially if they plan on using the sear from close distance.
Reply
Lets talk Spark Bomb-2.

First off, better to call it something else when that name was just a placeholder over all. Be have the original Spark bomb really....and this is just weird for a name for Plasma. There's no bomb in it nor does it explode like the old one did. Might as well go with Spiral/ Spark Fusion/ or Plasma Circlet.

Aside from that, as someone once said, the spell is ass, its a noob trap, or a waste. The thing does .4x Power over 6s with rapid damage that averages out as like every second being 2.6x damage I think it is. If anything the skill only works if you stun lock someone as a bit of passive damage. Sure I can see it being something that can push people back, but at that point its a waste of a slot since the damage is so pitiful.

There is a way to make it better though-
Option1-Just cut the duration in half but double the damage output. Aka instead of 6s its 3s. Instead of a pitiful .4 damage, make it .8-1 damage. But keep the rapid damage over all.

Option2- Pick up the speed for more rapid damage. It can be better if the speed of the rapid damage was cranked up, letting it turn into buzz saw at that point.

Option3- Make it GCDE and make it a single pulse of energy that surrounds the player similar to Lightning Burst, but in a circle and slows.(It can keep a weak damage like 5 for 20 seconds.) If you do this rename it to Pulse

Option4- Lower the CD. 34 seconds is way too long for something that gets 0 love and has no real use. Lower the CD and maybe it could get some love as a rapid use attack that can chip away someone at close range, which is what makes Plasma a decent Spell Sword tree for those people with melee.
Reply
The new spell Plasma Leap...

It is... Far worse than I imagined.
Let me explain what it does first:
It is a GCD move that dashes you forward in an instant without a step cast and doesn't deal damage on contact. 
Instead? It leaves a one line trail that is eight squares long that deals 5 SD to anyone that walks into it.
It is... Quite bad, and it'll be tough to change my mind.

You can potentially close the distance with it... But since it is GCD, you are leaving yourself open to the enemy and end up losing the trade big time.
And since you are moving forward to the opponent rather than back, the trail is left behind you rather than between you and the opponent, making the trail potentially obselete.

The sad part is? There is already a spell that acts similarly, but does the job much better: Lightning trap, a basic spell from the lightning tree.
Instead of moving forward? You move backwards, leaving the trail between you and the opponent.
Not only the moves deals much more damage (8.5 SD instead of 5 SD, through perhaps the damage tick speed is different?), the trail will also stun the opponent if they walk on it.
Last, and certainly not least? Unlike plasma leap, this spell is GCDE.

Please, give some loving to Plasma Leap. It needs it ;-;
Reply
I'll make it gcde but it's quite a lit spell with a lot of potential
Reply
So, since Meranthe is supposed to have less of a focus on homings, can you make Flurry an Intermediate so it needs at least a little investment to take? It's a super powerful ability for being a basic Wind attack - you just slap it on someone and it deals a thousand damage spread across a few ticks and slows them for what feels like forever. I'm not sure if it needs to be on every single Wind build (including subtree-focused ones) because of it being essentially free.

People literally dip Wind solely to take Flurry because it's so good and so cheap (though Wind is already a really good spell tree). For the low price of 20 RPP, you can deal a good deal of damage while forcing a cleanse or invuln out of your opponent unless they want to get yeeted across the box by a combo that may as well be autohit because of how slow they are. And, of course, you can't outplay it unless you blow one of the aforementioned cleanses or invulns to dodge through it, at which point the spell's done its job anyway because you're now vulnerable to their nine other spells.

Powerful individual spells such as Titan's Grip and Lightspeed have heavy RPP taxes on them so that a powerbuilder can't just take the tree solely for its single good spell without eating a heavy RPP punishment. Hell, Titan's Grip is so good that it costs 15 RPP to take. While there are some exceptions (whether really good spells being basics or openers like Pond and Mist form, or really bad spells like Spike Trap being intermediates), that seems to be the general rule. Give Flurry the same treatment.

I'm not mad

Okay maybe just a little...
haha...
Reply
Wind Flurry... ?
Reply
... just use a cleanse bro.
Reply
that's an unarmed player fr.
Reply
Spell: Sanctuary (Wellspring)

Suggestion: Lower mana consumption
After only using the spell once, this is the state of my mana : [Image: e6c8d8b1e35a7e0f3aa2ec5886383dc0.png]

It's not really good for a 15RPP intermediate...
Reply
Got some explosive and heated suggestions here Big Grin

Spell: Explosive Minefield
Suggestion: Currently, all the explosives spawn at the north side of you, which makes the spell quite situational position wise. Add the fact they only circle clockwise, and the west/south side of the user are among the safest spots to have ample time to just walk away.
The concept and the wa the explosives both deal damage and knock a target away is quite good, but it'll benefit a lot in having the the spawns of the explosive minefield spread out evenly around the user, to cover all sides.

 

Spell: Plasma Leap
Suggestion: It's Plasma Leap time again! For starters, the damage written in the tooltips is actually incorrect. The damage is around roughly half what is actually written (The tooltips say it is 5 SD, but the damage appears to be roughly 2.5 SD when compared to the 5 SD move strike)
It is also... Not that good of a distance closer. It is essentially just a reflavored dash that happens instantly and leaves a fancy trail, gcde or not.

Rather than trying to focus on the trail's damage though, I believe the right idea would be to give Plasma Leap cleanse. 
The move acts like a utility tool anyway, giving you a way to either close the gap or get away from someone by dashing through them (dashing through someone deals no damage, only the trail inflicts damage), so why not play up its ability as a utility skill?
So long as the cleanse triggers before the dash, plasma can turn into a fairly decent utility tool to deal with slow and root CC.

Also, updating the damage in Plasma Leap's toolkit to the correct amount would be helpful ;-;



Spell: Sparkbomb. (Plasma tree)
Suggestion: Probably the one I'll get the most pushback, but here goes: After testing the damage? If you use it and stay on someone from beginning to end? You deal around double of Bang's damage which was the spell used for comparison.
So, around 14 SD, for a 34 CD move that only if you get to stay on the enemy from beginning to hit in the perfect scenario- Which in most battles, you probably won't.
The move slows, but a single dash can get you out of its range. It is GCD, so generally the opponent will have a way to respond with their own spells before you'll be able to combo something else.

Most melee/close range hits beat it in comparison currently when it comes to damage relative to CD (not just unarmed/armed moves), and some of them can slow as well.
Makes sense that is the case, since the damage per tick according to the tooltip is 0.4SD.
Either uppping the damage, turning the move gcde, or lowering the CD could be ways to make sparkbomb more threatening as user-centered AoE move.
Reply


Forum Jump:


Users browsing this thread: 34 Guest(s)