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Spell Balance Suggestions
(04-19-2023, 06:55 AM)Spiffspoff Wrote:
(04-19-2023, 06:36 AM)Detective100 Wrote:
(04-19-2023, 12:07 AM)Teemo Wrote:
(04-18-2023, 08:05 AM)Detective100 Wrote:
(04-18-2023, 07:27 AM)Truwarrior119 Wrote: Sparkbomb needs a little love.

Maybe increase the damage a little, or make it last longer- go in a larger radius? :)

-totally  not a sparkbomb user-

Why be a sparkbomb user when you can be a twister user?
That's, exactly the issue at hand with it currently - Twister is doing near the exact same job, but better due to better stats. It is even more of an issue when you realize any lightning mage can just take twister instead since it is a basic in the wind magic tree.

One alternative option  is to give Sparkbomb some added utility. A cleanse, and slow immunity, so that you'll be able to use both to engage or disengage with relative ease.

you can cast during spark bomb, you can't during twister. not the fairest comparison

spark bomb is 30 sd throughout its long duration. its range is 2 tiles, very bad considering the alternatives (noxious, cacophony). it needs a range increase at the very least. i'd say it at the very least needs a range increase. if no extra utility is given to it maybe a 50% damage increase to 45 sd. maybe have its damage ramp over its duration? super weak initially but goes full lawnmower near the end of its duration?

I literaily made an alt to test what you said about spark bomb, because I just could -tell- it was wrong.
Lo and behold, I was right: You can't cast spells during spark bomb.
It's range is also 1 tile, not 2:
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No damage at 2-range (Reached that range without triggering the demon into moving by moving in with dash instead of walking)

Now, exacty damage wise? It can deal up to 8 ticks for a total of 40 SD, but only if you can somehow stay in one tile range of the opponent throughout.
You can also deal an extra tick of damage if you mvoe throug them with lightning embodiment, but you'll often time end up moving away from the 1-tile damage while moving through them and lose some potential damage ticks in doing so.


(04-19-2023, 02:12 AM)Cotillion Wrote: sparkbomb slows which was leftout

Can't believe I missed it.
Sparkbomb doesn't slow. Just checked.

That's Lightning Embodiment, friend. Spark Bomb is Plasma.

Well... Scratch it all, I'm an idiot.
Lightning Embodiment needs some loving too... But yeah, Sparkbomb needs some added affection as well.
Why? Because I totally forgot it existed, and I'm playing a plasma mage!
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sparkbomb has 1 more tile range and slows if it hits twister has neither of these things they're fundamentally different spells and sparkbomb is more akin to noxious gas
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Mana Absorb Aura - Change from +10 vit, to + 20 mana.

Null Ray - Scale the mana drain to buffed mana, instead of how its currently scaling off of buffed power.

No balance reason for this suggestion. I just think it'd be neat to have it revolve more around mana as its gimmick.
I swear I'm not...
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[Image: f6b263cfa536c446e088c6c6a5d319e7.png]
I'm not owned guys.
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Spin throw should stop the victim from casting while caught in its animation as it already has no stepcast and is rather difficult to land.
Source: I power slam while you try yeet me.
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Spell: Infection from Poison Tree

Suggestion: Make it phase through mobs or summons that aren't targeted just like every other homing in the game.

Reasoning: I went and previewed every homing and even skill shots to see if there was any other spell that gets blocked by mobs/summons like Infection does, and to my surprise... Only Crystal Javelin gets blocked by untargetted mobs/summons. I think it should be adjusted to be just like every other homing considering it's pretty much unused for this very reason, even the very few poison users don't care enough to slot it in because it's basically locking out a spell slot when fighting summons which is quite unfortunate.

Now, why is this niche interaction important enough to make a balance post?

Because Infection is one of only 3 spells that cause poison (others being Noxious Cloud and Styx, others are flat damage or apply the wrong poison effect) and the only spell to benefit from someone being poisoned (unless you count Toxic Shroud) which isn't very haram if it can just be told to basically fuck off by any RPL 200+ demon who gets trisummon. Adding on to this, the projectile is slower than every other homing and has a range of 11 meanwhile Blood Siphon has range of 16 with slightly faster speed and Shard Shot has a range of 12 with the fastest speed of all homings.

Both of those have secondary effects that are quite nice meanwhile Infection applies a shitty DoT that lasts for two ticks and can only benefit Toxic Shroud's active.

It's also a nice spell though, so maybe you can do this change and then nerf it's dmg or some shit idk.

In short, buff me. Thanks.
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I did some comparisons, and I realized an issue:

[Image: image.png][Image: image.png]
Somehow, Tornado ended up as having the same damage as Typhoon, despite not leaving any healing AoE behind like the wellspring version of tornado.
Also in testing, Tornado for some reason did a bit less damage per tic despite what is written
(Could because I tested it on a grodon. Maybe that creature has a weaker defense to water? I don't know)

The only advantage I noticed for tornado is that it lasts for 3 seconds longer, which I don't think is enough to warrant it.

Tornado is a skill that is rarely used anyway, so what if we'll buff up the damage or lower the CD to make it better stand out on its own when compared to Typhoon?
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(05-07-2023, 01:11 PM)Detective100 Wrote: I did some comparisons, and I realized an issue:

[Image: image.png][Image: image.png]
Somehow, Tornado ended up as having the same damage as Typhoon, despite not leaving any healing AoE behind like the wellspring version of tornado.
Also in testing, Tornado for some reason did a bit less damage per tic despite what is written
(Could because I tested it on a grodon. Maybe that creature has a weaker defense to water? I don't know)

The only advantage I noticed for tornado is that it lasts for 3 seconds longer, which I don't think is enough to warrant it.

Tornado is a skill that is rarely used anyway, so what if we'll buff up the damage or lower the CD to make it better stand out on its own when compared to Typhoon?

Tornado along with a few other spells were supposed to have been buffed in the last patch but were either forgotten about or nerfed back down and weren’t mentioned. It’s supposed to be 3.5 SD
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Spell: Glacial Lance

Suggestion: Change it to from a basic skill to an intermediate skill. Seems far too powerful for such little investment. 

Way too much utility and a very high uptime.
Fields of ice can stack on top of each other and apply much more damage.
Boosts movement speed of user AND slows movement speed of target.
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Spell: Fae Weakness

Current: +100 Power, -10% DR

Suggestion:
I think we probably need to find a way to balance this a little bit. As after 210, most people have weapons of 60+ power. Essentially meaning Fairies are taking -10% DR for 40 Power. On top of the fact that we cannot use enchanted, and have no ele power.

Comparing these with demons also, Demons gain Vitality AND power per evolution. Suffer no negative DR, and get a huge Ele power and def boost. If I remember correctly(this may be a little off), Demons gain 60 Vitality, 80 Power, 10% Elemental Power and Defence. So 20 less power, 60 more vitality and 10% elemental power, which is huge.

I think the smartest idea could be just removing fairies -10%DR, as they are ALREADY soft due to their lack of vitality boosts. With the -DR being overkill. It's either that or find a way to find a good point for the power to be, where it doesn't become a problem the other way. As for Elemental Power difference; I think you should just allow fairies to get enchants on their fishing rods for ele power.
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Fairies are fine.
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