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Spell Balance Suggestions
Throw gcde.
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Occult Imp needs an immediate fix. Currently, it has lot more damage than vines, sticks better than vines, and no wind up needed for them to damage the opponent.


Edit: I think they make multiple damage ticks if you just stop for a second. Deleted in seconds, considering my health is > 50,000.

Edit #2: There is a windup, but I also realized that each summon shoots out multiple projectiles and there are 3 of them.. So you can't escape even if you manage to outrun them. They're ranged.
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I think this is currently all summons. My clone is moving at the same speed as a wild nature beastkin/ impossible to get away from.
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Not really a spell balance suggestion, more of an alchemy balance suggestion (didn't know where else to stick this 1)

Firefly costs in alchemy potions across the board need 2 be dramatically lowered, considering how much more difficult picking up fireflies has become with the flying animation change and whatnot.
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Nerf Black Claw. I do not feel like getting hit for 50 spell damage because I got hit by a Bone Javelin.

I don't think it's supposed to have a 10-second CD either. It'd be decent at ~5-6 spell damage at 30 cd
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I'm 99% sure "push" from the gravity tree is the worst spell in the game.

- It barely pushes like 2 squares away
- Its a massive 25 seconds cooldown
- It only does 6 spell damage
- If you're dashing while getting hit by it, it barely does anything.

Compared to throw...

- Throw pushes easily three or four times further
- 22 sec cooldown
- 11 spell damage


The only thing push has over throw is more range (10 vs 2) but trust me, if anyone has used push they will be able to confirm you can almost never feel when you are even using it.

It just feels like 6 spell damage autohit every 25 seconds... which I mean is something but... shouldn't a spell called "push" be about how it pushes people away?
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some slight tweaks to magma slide perchance,
 
as it stands, the spell is more or less an objective downgrade to its wave-type basic spell counterparts,

magma slide, 9sd, 25 second cd
blazing wave, 10sd, 20 second cd
mudslide, 8sd, 20 second cd
rolling vines, 10sd, 25 second cd
spatial misdirection, 8sd, 25 second cd
 
noticeable magma slide sits behind the rest of the basic wave-types in both sd, with the two exceptions to this either having a higher base sd to compensate, or a considerably higher tick damage/confuse status like spatial misdirection. also noting, that the tick dmg on magma slide is much lower than blazing wave, and massively lower than what spatial misdirection deals.
 
its closest comparison is probably blazing wave in the tick dmg it deals after, with an added mud effect like that of the earth tree. however unlike these two spells which make up for their relatively low punch and moderate utility, magma slide has an awkwardly high cd. especially when you put it up alongside other skill-shot oriented openers, which all have cooldowns below 20 seconds in exchange for generally being more difficult to land.
 
though as it stands magma slide really doesn't come up often enough to be worth the unique mud effect inside the magma tree, as it lacks the punch or severe status effect to be worth the cd inflicted on it for use.
 
so i think there are two reasonable solutions to make magma slide more appealing and useable as an opener spell,
 
either,
a) raise the sd to 10 in line with say rolling vines, which is another status effect applicating basic wave spell
or b) lower the cd to 20 seconds like its fellow low dmg utility basic wave, the mudslide
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remove the sound cue of pyro. it makes no sense for it to activate on charge rather than detonation
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Hey there. Boom Burst, my friends.

Intermediate
15 Sd
30 second CD
has no utility beyond damage.
3 range

vs

Shockwave
15 sd
30 seocnd CD
knockbacks and has longer range than boom burst

also i stare at gravity well
and its a basic
with 18 spell damage
23 cd
15% gravity damage boost lookin' ass
(Tho it is I think only 2 range. which is.. 1 range less than boom burst. I might be wrong there tho)

give Boom Burst some love please. It's such a sad, miserable spell that has lower range than shockwave and only does damage.
I swear I'm not...
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I'm not owned guys.
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Relocating here..

The ticks from blood blades do a ton of damage in seconds with an odd hitbox to them making for an extremely high damage output. A pre-giga demon almost oneshot a 200 RPL tank build with them.

Maybe having them disappear after hitting or hovering around the caster instead of homing after the target would prevent people from getting nuked inconsistently, as at times the blades also do not proc any ticks and it is not very fun rolling dice on whether you are going to get shredded randomly for nearly half your health by a single basic spell.

For keeping it all in one place here is the video again of the blades (from scarlet circle).

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