03-19-2023, 10:22 PM
(This post was last modified: 03-22-2023, 08:32 AM by Rasengetsu.)
Occult is overall quite mediocre. Not so much by numbers but rather by spell function. Holy suffers less because it has better spell mechanics overall.
What should be the primary tools of the tree end up being secondary fillers at best, or dead weight at worst. It is mostly taken for RP reasons than combative ones.
Problem Spells:
1. Black Binding's hitbox code is wonky. Pretty much only usable if you land a GCDE stun first or you're an ultra chad pro gamer. It also has pointless floor tiles that don't do anything. Make them do something. A weak damage tick and a slow would be nice, for when it misses. Fix the damn projectile.
2. Occult Imps do fuckall damage and the suicide bomb never hits, either from dying to passive aoe damage or just being walked away from during the animation. Make the explosion more reliable. Summoning them costs massive amounts of mana so spamming them wouldn't really be feasible (in case that's a concern).
3. Shadowball's range is so short that combined with the instant projectile it tends to miss more often than anything since you can't make people run into it. For a tree basic, it has a massive CD as well. Make it shoot farther or wider to accommodate. Do it for Holy's Light Orb too.
4. Shadow Cannon has high potential damage but usually fails to do well due to how it works. Unsure how to make it more reliable without breaking the game.
5. Due to having Occult Imps, the tree is missing one whole damaging ability compared to Holy. The summon would have to be extremely good to make up this difference... Which it's just not even close.
The rest:
1. Desecrated Land does very nice damage. The large size meant enemies either take high damage or avoid an area of the arena. It served well as a deterrent or CC combo. Now it's tiny. Sadness.
2. Curse does great damage for an autohit. Though being a DoT means it is easy to counter with block or invulnerabilities. The heal reduction is a nice but non-primary reason the spell is taken.
3. Drain Life is good. The damage it deals is quite minimal, but the healing it produces is very nice.
4. Occult Flame (Aura) has a lying tooltip but otherwise great power aura. Would be nice if it did something cool though. Like doing the imp explosion from yourself.
What should be the primary tools of the tree end up being secondary fillers at best, or dead weight at worst. It is mostly taken for RP reasons than combative ones.
Problem Spells:
1. Black Binding's hitbox code is wonky. Pretty much only usable if you land a GCDE stun first or you're an ultra chad pro gamer. It also has pointless floor tiles that don't do anything. Make them do something. A weak damage tick and a slow would be nice, for when it misses. Fix the damn projectile.
2. Occult Imps do fuckall damage and the suicide bomb never hits, either from dying to passive aoe damage or just being walked away from during the animation. Make the explosion more reliable. Summoning them costs massive amounts of mana so spamming them wouldn't really be feasible (in case that's a concern).
3. Shadowball's range is so short that combined with the instant projectile it tends to miss more often than anything since you can't make people run into it. For a tree basic, it has a massive CD as well. Make it shoot farther or wider to accommodate. Do it for Holy's Light Orb too.
4. Shadow Cannon has high potential damage but usually fails to do well due to how it works. Unsure how to make it more reliable without breaking the game.
5. Due to having Occult Imps, the tree is missing one whole damaging ability compared to Holy. The summon would have to be extremely good to make up this difference... Which it's just not even close.
The rest:
1. Desecrated Land does very nice damage. The large size meant enemies either take high damage or avoid an area of the arena. It served well as a deterrent or CC combo. Now it's tiny. Sadness.
2. Curse does great damage for an autohit. Though being a DoT means it is easy to counter with block or invulnerabilities. The heal reduction is a nice but non-primary reason the spell is taken.
3. Drain Life is good. The damage it deals is quite minimal, but the healing it produces is very nice.
4. Occult Flame (Aura) has a lying tooltip but otherwise great power aura. Would be nice if it did something cool though. Like doing the imp explosion from yourself.