08-28-2022, 06:33 PM
(This post was last modified: 08-28-2022, 06:35 PM by Simonh2000.)
Suggestion: add a 50% chance to inflict the burn effect on each tick of scorch so it's not just another useless mastery that no one takes unless they have no other options.
Also: I know this post is getting long already, but I just wanted to point out that with the issue with summons recently, I feel that a lot of the trouble with balancing them comes from the amount of boons they provide as an ability.
1. They don't take up any space on your bar, since you summon them at the start of the match, which makes them basically free damage at no cost to the user.
2. They also body-block projectiles and spells, making it a nightmare for even mage builds to fight nature sustain users who just camp behind their vines.
3. They deal damage to their target whenever they stop moving, as well, which limits their target's range of motion in much the same way as AOEs do. It makes trying to outpace sustain users' heals while being pelted with homings even more frustrating.
I personally believe that, if possible, one of these three needs to be removed in place of buffing the other two. It'd be much more manageable if the summons simply didn't body-block dash spells, so that using fatal, cosmic dash, eviscerate, or any other sort of movement option would enable melee fighters to get a chance to break through every nature sustain build's impenetrable wall of defenses.
I understand that the movement of the summons was reduced in order to make them less annoying, but honestly, part of the issue with vines is that it makes the homing-heavy sustain builds that nature brings to the table almost impossible to get in on, and that nerf didn't really do much to quell that issue. In my humble opinion, it just makes it so that now, the only viable use for summons is for turtling on the other end of the arena and using them as shields to prevent melee from doing anything about your endless heals.
Buff their movement while giving melee some new options to consider while fighting these kinds of builds, and not only would nature sustain no longer be as annoying as it was at the start of E4, but it could also enable nature users to try more aggressive build options instead of the usual. Nature gets more variety, melee gets more options, and everyone wins, right?
Sorry for the long-ass post, hope someone at least likes one of these - love you all kbyeee <3
Also: I know this post is getting long already, but I just wanted to point out that with the issue with summons recently, I feel that a lot of the trouble with balancing them comes from the amount of boons they provide as an ability.
1. They don't take up any space on your bar, since you summon them at the start of the match, which makes them basically free damage at no cost to the user.
2. They also body-block projectiles and spells, making it a nightmare for even mage builds to fight nature sustain users who just camp behind their vines.
3. They deal damage to their target whenever they stop moving, as well, which limits their target's range of motion in much the same way as AOEs do. It makes trying to outpace sustain users' heals while being pelted with homings even more frustrating.
I personally believe that, if possible, one of these three needs to be removed in place of buffing the other two. It'd be much more manageable if the summons simply didn't body-block dash spells, so that using fatal, cosmic dash, eviscerate, or any other sort of movement option would enable melee fighters to get a chance to break through every nature sustain build's impenetrable wall of defenses.
I understand that the movement of the summons was reduced in order to make them less annoying, but honestly, part of the issue with vines is that it makes the homing-heavy sustain builds that nature brings to the table almost impossible to get in on, and that nerf didn't really do much to quell that issue. In my humble opinion, it just makes it so that now, the only viable use for summons is for turtling on the other end of the arena and using them as shields to prevent melee from doing anything about your endless heals.
Buff their movement while giving melee some new options to consider while fighting these kinds of builds, and not only would nature sustain no longer be as annoying as it was at the start of E4, but it could also enable nature users to try more aggressive build options instead of the usual. Nature gets more variety, melee gets more options, and everyone wins, right?
Sorry for the long-ass post, hope someone at least likes one of these - love you all kbyeee <3