04-18-2020, 08:59 PM
(04-18-2020, 03:43 PM)Trenton Wrote: Despairing Tendril's range should be increased by one or two, and the heal as such should be reduced to 25% or something or maybe the damage should be lowered slightly in response. Right now it's an extremely high risk spell for little reward because it seems to be insanely hard to hit- it's 3x3 so you have to get as close as humanly possible.The whole riptide tree seems something besides maybe the opener. The aura is extremely lackluster compared to everything else. The lifesteal barely procs which makes the aura just +15% AP and -5 DR. That's not worth it. Since lifesteal seems to be the main draw of the tree, even though Blood generally does the same thing and makes more sense, the lifesteal should either always happen at a low drain rate or buffing the chance of lifesteal to like 20-30%. Or rework the aura altogether. Something could would be the chance for a melee attack to hit twice using the tendrils you have on your back though that may be a bit broken if the rate is higher than 20%. It'd only need to happen once or twice a fight to be useful enough. It could keep the AP and DR stats and be sort of a hyper-aggressive tree.
My suggestion? 2 range, 10 damage, 15 second CD
Ring of Malice is extremely lackluster. The tracking on it is very poor for the amount of rings right now and the amount of damage, but it's wrong to say that both should be increased without lowering the other. Increase the spawns or the speed/range of the rings.
My suggestion? 18 rings, 45 range, 35 second cd, 1.5 spell damage. It lost every aspect that it used to have- where it was once a spell that made you really worry about positioning so you'd take the least damage, or force you to hold down block. Right now you can just sit there and even laugh at the caster for using it because it's not doing anything at all!
Just throwing out ideas becuz idk where riptide is rn. It just need changes.