(01-03-2020, 05:08 AM)SMoto Wrote:It breaks combos, it wastes the duration on cc, stalls time for cds. It completely counters gcde combos are combos that aren't complete stun locks. Want to flurry tornado? Mistform. Want to sear or meteor? Mistform. Want to jab, assault, phantom or piercing strike? Mistform. Want to use any literal root? Mistform. So much of the game's spells are just completely countered by a single spell. And, if my memory is correct, mistform is cheaper now to get than it was in Spires. It was intermediate back then, required the V2 Aura and bubble and was 20 rpp? Could be 10, not sure tbh.(01-03-2020, 03:07 AM)Teemo Wrote:(01-03-2020, 12:50 AM)Trenton Wrote: "they can already get beam and whip, why not mist form too for dipping?"They shouldn't be allowed that much variety for a 15 rpp attunement. It leads to power building. Need a defensive filler? Mistform. Need a gcde cc for your combo? Whip. Need a combo finisher and all-around good spell? Beam. Water already has a fuck ton of basic spells and like two intermediates. Mistform imo is good enough to be considered an intermediate. I'm sure turning your entire body into mist takes some kind of mastery compared to a bubble, whip, and water gun.
thats 50 rpp
Mistform is easy to smack through if you know the timing, and water's been through multiple nerfs on the whips part, just don't spam everything when they commit mistformpuku, use your eyes and ears for the sign of it - in my perspective water magic (specs excluded) combo is the easiest to read.
And for non-water magi to invest in it would be less likely since the new RPP cost is very high compared to Spires, only those crazy enough would do it.(Like me)
(Spike on the other hand is just equipped with a dumb huge range compared to the previous version's back in Spires so it's probably fine anyway, and now let us [not] discuss about how buffed earth branch is before they nerf it.)
Also, every other major aoe has been increased to the same range as spike. The difference? Spikes has a travel time, a long self root, no lingering aoe, no bonus effect. It's harder to hit, more punishing, and does less damage without the effects cosmic, magma, holy, or occult have.