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Spell Balance Suggestions
Buff hundred cuts, mediocre intermediate.

Change it to 4 Wrath of the Heavens blades. Make each one like 3-3.5 damage.
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Spell: All Unarmed Hidden Stances

Suggestion: Give them the Armed stance treatment in changing physical into the element type it is, so Unarmed can at least have the chance to benefit off of Pow on items.
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Stance: Conjurer

Unless you want the meta to be nature abusing Drakanites who just press z with shield and use nature so no damage happens to them, remove the 50% block passive and simply turn the e into the literal formorian dr boost.
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Make block decay a thing..
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[Image: mD3jycs.png]
literally just do this and switch them

please for the love of god
[Image: sRw0SQI.png][Image: noaccident.png]
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Spell: Volcanic Barrier

Suggestion: Just remove its cast animation that roots you into some other kind root that disallows spell usage, so that people can at least block before they get stunned and beat up when it ends.
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Spell: Conjurer
Suggestion: Make it so you can't activate it, go into an rpb with it up. That's silly.
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Spell: Volcanic Eruption

Suggestion: it's just meteor shower but better... and you took away meteor shower as a public spell...
give meteor shower back, thanks
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Unarmed Spell List.

Lariat: Buff spell damage or lower cool down or increase stun duration/add disorient effect. As it stands for 15 RPP it isn't exactly worth it.

Iron Fist: Add a DR percentage, about 5% or so. As it stands Unarmed lacks any real utility against most builds because it is just a power boost but without the perks of what a weapon would have.

Flying Kick: Add Stun or Disorient (Similar to OverHeat).

Iron Body: Add Movement - Makes no sense that someone who needs to keep a gap closed between himself and the opponent needs to remain rooted, while many caster immunity allow them for rapid movement to avoid and get away. [I.E, Shadow Step. Water Vapor, Ect]

Just my two cents off of WHAT I played into so far with it.
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(04-30-2020, 02:19 PM)Jack Kingpin Wrote: Unarmed Spell List.

Lariat: Buff spell damage or lower cool down or increase stun duration/add disorient effect. As it stands for 15 RPP it isn't exactly worth it.

Iron Fist: Add a DR percentage, about 5% or so. As it stands Unarmed lacks any real utility against most builds because it is just a power boost but without the perks of what a weapon would have.

Flying Kick: Add Stun or Disorient (Similar to OverHeat).

Iron Body: Add Movement - Makes no sense that someone who needs to keep a gap closed between himself and the opponent needs to remain rooted, while many caster immunity allow them for rapid movement to avoid and get away. [I.E, Shadow Step. Water Vapor, Ect]

Just my two cents off of WHAT I played into so far with it.

Unarmed had stuns before, specially flying kick. And Lariat used to be quite savage with its 2s stun. Hence the reason it has been toned down. Though maybe they been made to trashy and could use a slight buff. Doubt, however, that they will give it stuns or confuse. The latter was removed from several spells as well. So doubt they will add Confuse status effects to it.
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