11-19-2022, 02:02 PM
Let’s talk about Nephilim.
Nephilim are the descendants of the Primordials - divine blood courses through their veins and enables them to use Aether magic, something as close to divine magic a mortal could ever get (honourable mention to Lysterg). It enables them to perform truly miraculous feats of magic!
Except, it doesn’t.
At this point, Nephilim racials (excluding true counter) are in a bad spot. Let’s go over them, and discuss how they could be improved! Keep in mind this is only my own opinion.
Flashbeam: Arguably the most visually appealing racial - it looks absolutely wonderful. The drawback is that it takes 3-5 seconds to charge, is extremely telegraphed, and its damage is overall less than an average beam.
How to fix: Remove the cast timer, and make it more in line with regular beams. As it stands it’s not worth its rpp cost and I don’t think I’ve seen any nephilim use it due to that. Even with hard CC builds like metal it’s easier and more effective to just use a normal beam.
Ignite: Everybody's least favourite spell. This spell is so horribly inconstant it’s actually sad. It’s a visually appealing spell, but its damage is so inconstant it’s barely worth barring. Sometimes it’ll hit the target a dozen times for 20k damage, sometimes it’ll hit once for 1k damage. The new slow tacked on it lasts for like a second is barely noticeable.
How to fix: Remove its ability to tick multiple times and just give it one big burst of damage.
True counter: Honest this spell is fine.
Ultimately Nephilim have among the worst racials at this point in time, with beastkin having among the best (wild nature slaps). It’s bad enough that people will refuse taking nephilim racials over their own. For something in lore that’s supposed to be powerful and desirable to hunt down nephilim, it seems to have the opposite effect.
Nephilim are the descendants of the Primordials - divine blood courses through their veins and enables them to use Aether magic, something as close to divine magic a mortal could ever get (honourable mention to Lysterg). It enables them to perform truly miraculous feats of magic!
Except, it doesn’t.
At this point, Nephilim racials (excluding true counter) are in a bad spot. Let’s go over them, and discuss how they could be improved! Keep in mind this is only my own opinion.
Flashbeam: Arguably the most visually appealing racial - it looks absolutely wonderful. The drawback is that it takes 3-5 seconds to charge, is extremely telegraphed, and its damage is overall less than an average beam.
How to fix: Remove the cast timer, and make it more in line with regular beams. As it stands it’s not worth its rpp cost and I don’t think I’ve seen any nephilim use it due to that. Even with hard CC builds like metal it’s easier and more effective to just use a normal beam.
Ignite: Everybody's least favourite spell. This spell is so horribly inconstant it’s actually sad. It’s a visually appealing spell, but its damage is so inconstant it’s barely worth barring. Sometimes it’ll hit the target a dozen times for 20k damage, sometimes it’ll hit once for 1k damage. The new slow tacked on it lasts for like a second is barely noticeable.
How to fix: Remove its ability to tick multiple times and just give it one big burst of damage.
True counter: Honest this spell is fine.
Ultimately Nephilim have among the worst racials at this point in time, with beastkin having among the best (wild nature slaps). It’s bad enough that people will refuse taking nephilim racials over their own. For something in lore that’s supposed to be powerful and desirable to hunt down nephilim, it seems to have the opposite effect.