Nerf water and its specs. Shoving riptide into it was a mistake. What's the point of making mistform an intermediate if you give it six basics to choose from + attunement?
Tendril's hitbox is fucking retarded and it's 15 spell damage effective on a 20 second cd + water aura lifesteal chance. Not to mention that it heals off summons too.
Blood, ice and wellspring are all problematic. They have retarded synergies with each other because they're all overloaded with bonus effects. Water, Wellspring and Blood give you stupid lifedrain and sustain. Ice and blood give you stacking rots, ap, - dr and slows. Ice and water just blows your fucking head off near unavoidable damage. Glacier, dour, tidal wave, rings of malice, field of ice, talons who the fuck is going to miss these? this is half a bar of high damage homing from two trees.
Also, ice and blood have nutty hiddens but that doesn't matter too much.
Suggestions ( PICK ONE OR SOME IDK)
Nerf Despairing Tendrils, ROM or Tidal Wave. The last two don't really deserve a hit, but if it's going to be something other than tendrils it should be those two.
Wellspring sustain, do something about it. Pond overshadows flood in so many ways. Its damage is instant while flood has that dumb windup. Its heal might be worse and not as large but it'll do more damage than flood any day of the week. Not to mention that pond is an opener and flood is a 20 rpp intermediate
Strip Frostbite from some of the ice spells, especially glacier or decrease ice spike barrage's range. For comparison, look at silver javelin. same damage, less range, slows instead of frostbite, 5s higher cd. Even when comparing it to one of the better projectiles like golden bolt it's a no-brainer. In exchange for 1 spell damage, ice spike gets frostbite and three range.
Nerf Blood aura, it's better than most hidden auras in the game. Blood vapor, hemo and severance are all public and slap fucking hard. The basics are lackluster so that makes it somewhat balanced in my books.
Tendril's hitbox is fucking retarded and it's 15 spell damage effective on a 20 second cd + water aura lifesteal chance. Not to mention that it heals off summons too.
Blood, ice and wellspring are all problematic. They have retarded synergies with each other because they're all overloaded with bonus effects. Water, Wellspring and Blood give you stupid lifedrain and sustain. Ice and blood give you stacking rots, ap, - dr and slows. Ice and water just blows your fucking head off near unavoidable damage. Glacier, dour, tidal wave, rings of malice, field of ice, talons who the fuck is going to miss these? this is half a bar of high damage homing from two trees.
Also, ice and blood have nutty hiddens but that doesn't matter too much.
Suggestions ( PICK ONE OR SOME IDK)
Nerf Despairing Tendrils, ROM or Tidal Wave. The last two don't really deserve a hit, but if it's going to be something other than tendrils it should be those two.
Wellspring sustain, do something about it. Pond overshadows flood in so many ways. Its damage is instant while flood has that dumb windup. Its heal might be worse and not as large but it'll do more damage than flood any day of the week. Not to mention that pond is an opener and flood is a 20 rpp intermediate
Strip Frostbite from some of the ice spells, especially glacier or decrease ice spike barrage's range. For comparison, look at silver javelin. same damage, less range, slows instead of frostbite, 5s higher cd. Even when comparing it to one of the better projectiles like golden bolt it's a no-brainer. In exchange for 1 spell damage, ice spike gets frostbite and three range.
Nerf Blood aura, it's better than most hidden auras in the game. Blood vapor, hemo and severance are all public and slap fucking hard. The basics are lackluster so that makes it somewhat balanced in my books.