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Spell Balance Suggestions
the demon slander is unreal. Not all of us use fire Sad.
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Alright! So heres a little suggestion for 'spirit meld' in the summoner tree.

Right now the swap lasts a veryyy long time which is fine but during this time theres no way to trade damage whatsoever making it the best invuln in game where they get a huuuge damage boost during it.

Consider making it so that the summon in said period stores say 50% damage it should take and returns it to the summoner upon return.

Because as it stands right now, theres no counter play outside of just run away and hope you can bleed out the time it takes for them to return.
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Summoner revolution

Buff every patch
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(06-03-2023, 06:25 PM)Lt. Heart Wrote: Alright! So heres a little suggestion for 'spirit meld' in the summoner tree.

Right now the swap lasts a veryyy long time which is fine but during this time theres no way to trade damage whatsoever making it the best invuln in game where they get a huuuge damage boost during it.

Consider making it so that the summon in said period stores say 50% damage it should take and returns it to the summoner upon return.

Because as it stands right now, theres no counter play outside of just run away and hope you can bleed out the time it takes for them to return.

While I do think it lasts a long time, summoners take damage once the summon is killed, and against builds with AoEs, the summon usually dies pretty quickly, where nobody really bars the skill to resummon it.  Though the summon's damage is pretty strong during Spirit Meld, in the current state, the summon's speed randomly switches to being either very fast or very slow when you decide to use Spirit Meld, which can be annoying for the controller, as it makes it a bit RNG for their Spirit Meld to be useful offensively.

Personally, I have not tried using Spirit Meld when the summon goes down, but once my summon is down, I treat it as a dead skill on my bar even if it is off cooldown.
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(06-03-2023, 07:32 PM)Robo Wrote:
(06-03-2023, 06:25 PM)Lt. Heart Wrote: Alright! So heres a little suggestion for 'spirit meld' in the summoner tree.

Right now the swap lasts a veryyy long time which is fine but during this time theres no way to trade damage whatsoever making it the best invuln in game where they get a huuuge damage boost during it.

Consider making it so that the summon in said period stores say 50% damage it should take and returns it to the summoner upon return.

Because as it stands right now, theres no counter play outside of just run away and hope you can bleed out the time it takes for them to return.

While I do think it lasts a long time, summoners take damage once the summon is killed, and against builds with AoEs, the summon usually dies pretty quickly, where nobody really bars the skill to resummon it.  Though the summon's damage is pretty strong during Spirit Meld, in the current state, the summon's speed randomly switches to being either very fast or very slow when you decide to use Spirit Meld, which can be annoying for the controller, as it makes it a bit RNG for their Spirit Meld to be useful offensively.

Personally, I have not tried using Spirit Meld when the summon goes down, but once my summon is down, I treat it as a dead skill on my bar even if it is off cooldown.

From what ive seen the summon doesnt take dmg during meld like the summoner so I think a bit of return could help in terms of 'counterplay' towards that aspect but yeah I understand that the return if it dies[which is unlikely unless vs heavy aoe builds] can be argued but given the length of the invuln I think it makes sense to have some sort of damage return as the summoner is mended with it during said period
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How about raise cd of a basic spell  or adjust the slow duration after you leaves the slow area , for a aoe that stands for 11 seconds , give both speed boost and a slow that cant be denied and also covers a area.
23 - 11 = 12 without cdr added.

"But is just dont step on it" Yes, dont step on it and give 11 seconds for enemy recover, i dont know but this remember me of Early minefield, the diff is also give you speedboost and slow enemy instead knockback.
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Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable Make scarlet circle cleansable

I am going fucking insane seeing spores shred my vit because they hit me with a homing that stuns me in place AND tanks my DR
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Make scarlet circle a root not a stun at least then I can guard
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Change the RPL requirement on Make Cambion to 210 so people don't make them at elemental.

Yes, I am people.
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Follow up have a bigger cd, i think was not needed nerf his range from  between 4-8 tiles (jab) to 4-7 (Follow up)
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