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Spell Balance Suggestions
People often forget how good Spheres of Decay in time are >.>

Anyways! Scarlet is a bit out there but in all honesty I think what really breaks it is the fact it can be cast from anywhere. Its range is not 9 like it says on the spellcard
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(01-14-2023, 09:24 PM)Milly Wrote: my guy blood has been nerfed chill

Yeah according to that
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(01-14-2023, 09:33 PM)TheHopscotch Wrote: I think blood is in a good spot right now, It's not as egregious as it was day one.

Wither to intermediate is a bad take, time in general needs a bit of a rework with wither, timeskip and wound reversal being its best spells.

Ice spells which apply frostbite to intermediate is like, the entire tree.

I'd say we're in a pretty good spot at the moment, minus a few minor buffs/nerfs which need to be applied to some spells. Overall, the game is pretty healthy.

Just because you got owned doesn't mean something is overtuned.

Tbh, I don't think it's overtuned. I just think it's worth being an intermediate for what it gives.
+ Blizzard-esque particle attack
+ Bit of damage
+ heavy - DR %
+ a IF styled stun

It's a less raw damage version of IF that has way more utility with that - DR % and works splendidly with lots of varying combos from well, just about any tree if you time it right or just rely on the - DR % that it gives, and costs less to boot.

It's earned an intermediate title imo.
I swear I'm not...
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I'm not owned guys.
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(01-14-2023, 09:33 PM)TheHopscotch Wrote: I think blood is in a good spot right now, It's not as egregious as it was day one.

Wither to intermediate is a bad take, time in general needs a bit of a rework with wither, timeskip and wound reversal being its best spells.

Ice spells which apply frostbite to intermediate is like, the entire tree.

I'd say we're in a pretty good spot at the moment, minus a few minor buffs/nerfs which need to be applied to some spells. Overall, the game is pretty healthy.

Just because you got owned doesn't mean something is overtuned.
See? He understands
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(01-14-2023, 09:46 PM)SilkiyTea Wrote:
(01-14-2023, 09:33 PM)TheHopscotch Wrote: I think blood is in a good spot right now, It's not as egregious as it was day one.

Wither to intermediate is a bad take, time in general needs a bit of a rework with wither, timeskip and wound reversal being its best spells.

Ice spells which apply frostbite to intermediate is like, the entire tree.

I'd say we're in a pretty good spot at the moment, minus a few minor buffs/nerfs which need to be applied to some spells. Overall, the game is pretty healthy.

Just because you got owned doesn't mean something is overtuned.

Tbh, I don't think it's overtuned. I just think it's worth being an intermediate for what it gives.
+ Blizzard-esque particle attack
+ Bit of damage
+ heavy - DR %
+ a IF styled stun

It's a less raw damage version of IF that has way more utility with that - DR % and works splendidly with lots of varying combos from well, just about any tree if you time it right or just rely on the - DR % that it gives, and costs less to boot.

It's earned an intermediate title imo.

Honestly its more deserving of the Intermediate than Blood Sacrifice >.> flipping the two could be good
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The skurns feel they could do with a bump up in health, a lot of the time they seem to incidentally die about halfway into a fight. I don't think they need a massive bump, something like 10% better scaling with the summoner's vit. Additionally, power return could maybe do with upping its numbers, as it is right now it's an opener tax like dash strike where it will never get barred as the numbers are far too low considering it disables the summon for a third to half of its downtime.
Rob

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I have a controversial Occult Imps suggestion!
HOT TAKE

As someone who uses Occult Imps and may have had a bit too much of free time and too much caffeine, I can say that at the present, it deals quite the substantial damage for a spell that does not occupy a slot in the bar.
Presently, it deals 2.5sd per bullet and shoots 3 bullets per spray.
There are three Occult Imps that follow the caster.

At the moment, it deals 7.5sd per spray -- capping at 22.5sd for the Occult Imps in the perfect situations where someone gets hit by all nine bullets.
This is usually against those zooming closer or pinned down by the caster at the optimal range.

Now, let's take into consideration that usually, a character is hit by 3-5 bullets at once. Now that is still a consistent output of 7.5sd ~ 12.5sd. Somewhere around the level of Cinderflare without the risk of you being directly against your opponent for retaliation. It is, at the present, a very safe output of high damage that not only builds up rapidly but also slows them.

With that in mind, I'd like to suggest for the Occult Imps projectile damage to be lowered from 2.5sd to 1.5sd which will yield a maximum output of 13.5sd and a consistent output of 4.5sd ~ 7.5sd with the slow intact. Mostly since it delivers a lot of pressure, too.
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Rings of Malice
Power: 2.5
Range: 15

As it currently stands RoM is kind of disappointing due to its long start up time and very lack luster tracking enabling them to be out ran near effortlessly as a result of the prolonged delay it has after cast before starting movement.

I loved this spell on my Undead Demergat prior to his death just before the nerf and seeing it now is really disappointing.

Would it be considered to: Nerf its Spell damage to 2.2 or 2 and increase its range to 20?

Cause without even a hair more tracking the spell just falls short in comparison to other options and it use to be one of the better options within the water tree as a whole. Losing alittle of that damage for range would help more land on average making the difference greatly.
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If you're not going to nerf the range of the blades of scarlet circle or change the massive DR reduction, at the least I think the DR reduction should be cleanse-able. Wither can be cleansed. The stun part of the ability can be cleansed. However, the staggering -20% DR can't be. I think it would at least provide more counterplay against the ability, because even just applying that is oppressive.
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damn he's right

you should increase the range of soul drain and also make it take 30% DR tbh.


Scarlet Circle
A scarlet insignia forms around you and your opponent. Their DR is reduced by 20% for 6s, and blood blades form around you.
Spell damage: 3
Mana cost: 0
Cooldown: 25s
Range: 9



Soul Drain
The beginnings of Death Magic, used for stealing the ambient energy and color from a poor, unfortunate soul. (-20% DR for 6s)
Spell damage: 0
Mana cost: 15
Cooldown: 26s
Range: 10
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