Spell: Crimson Vapour
Suggestion: This spell is either not working correctly, or just doesn't do an awful lot at all. 8 Spell damage on hit, seems to apply a bleed, good range. But in truth, it seems super lackluster-- To the point where it doesn't seem worth a bar slot in truth. Think it's probably just a number thing, unless it's not working correctly. For an intermediate spell, which costs 15 rpp for it to be only hitting about 1.7k at best, really isn't impressive.
My Suggestion: If the spell is working correctly, I'd suggest changing the spell damage up to 13 - 15, Main reasoning for this, is comparing it to a similar working spell such as Tesla, which has more than double the damage. Needs some love.
Spell: Sandstorm / Blizzard
Suggestion: As far as I can tell, this seems a little silly in comparison to similar spells such as blizzard. Not necessarily saying they should be a clone of one another, damage and cooldown wise. Although, one being better in all aspects, seems a little funky. To put into context how out of wack having such high spell damage on this kind of spell is; tornados currently do 3 spell damage, you are only given 3 of them after a charge up. Sandstorm, gives you a lot of them, which each do 2 damage. So it definitely needs a look at.
2 Spell Damage, 35 Cooldown, Same duration(10?), 15 RPP - Sandstorm
1 Spell Damage, 40 Cooldown, Same Duration(10?), 15 RPP - Blizzard
My Suggestion: If you want them different, then commit to them having different aspects. Otherwise make them the same. For making them different, I'd keep Sandstorms damage higher at 2 Spell Damage, make its cooldown 40 - 50 seconds. Blizzard I'd keep it's spell damage at 1, lower the cooldown to 30.
That way, bigger damage means bigger cooldown, lower damage means lower cooldown. Think this helps these spells a lot, although personally I'd prefer them to be the same stats.
Suggestion: This spell is either not working correctly, or just doesn't do an awful lot at all. 8 Spell damage on hit, seems to apply a bleed, good range. But in truth, it seems super lackluster-- To the point where it doesn't seem worth a bar slot in truth. Think it's probably just a number thing, unless it's not working correctly. For an intermediate spell, which costs 15 rpp for it to be only hitting about 1.7k at best, really isn't impressive.
My Suggestion: If the spell is working correctly, I'd suggest changing the spell damage up to 13 - 15, Main reasoning for this, is comparing it to a similar working spell such as Tesla, which has more than double the damage. Needs some love.
Spell: Sandstorm / Blizzard
Suggestion: As far as I can tell, this seems a little silly in comparison to similar spells such as blizzard. Not necessarily saying they should be a clone of one another, damage and cooldown wise. Although, one being better in all aspects, seems a little funky. To put into context how out of wack having such high spell damage on this kind of spell is; tornados currently do 3 spell damage, you are only given 3 of them after a charge up. Sandstorm, gives you a lot of them, which each do 2 damage. So it definitely needs a look at.
2 Spell Damage, 35 Cooldown, Same duration(10?), 15 RPP - Sandstorm
1 Spell Damage, 40 Cooldown, Same Duration(10?), 15 RPP - Blizzard
My Suggestion: If you want them different, then commit to them having different aspects. Otherwise make them the same. For making them different, I'd keep Sandstorms damage higher at 2 Spell Damage, make its cooldown 40 - 50 seconds. Blizzard I'd keep it's spell damage at 1, lower the cooldown to 30.
That way, bigger damage means bigger cooldown, lower damage means lower cooldown. Think this helps these spells a lot, although personally I'd prefer them to be the same stats.