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Spell Balance Suggestions
Spell: Lariat

Suggestion: It needs like half the cooldown, or more damage, or longer stun, or something, because as it is it seems like a terrible intermediate spell.
  • Tackle is almost, if not better because of it's low cooldown, more/equal damage on crit, and one more range, making it do more dps than Lariat. The only things better about Lariat is it's stun so people can't dash or attack during it, and it can hit multiple targets- which would be all fine and good if Lariat had the cooldown or damage to make that matter much compared to Tackle.
  • It does equal or less damage than pretty much every other unarmed spell because of their cooldown or just base damage. It's range compared to the others doesn't make up for it that much because it's stun barely lasts long enough to get something else out, and Jab already has long enough teleport range to be a means of getting close(Especially since it homes in).
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Spell: Melodic Repose
Suggestion: It is severely underwhelming. Give it continous damage, increase its heal, something. It demands you stand excessively long in its radius to even get a bit out of it, and -10% AP isn't really that much of a discouragement to keep people from attacking you, especially with its lack of continuous damage and low initial damage (6 spell damage) To top that off, its a 40 second cd..
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make phantom strikes an intermediate theres so many ppl dipping for it holy fuck

or lower the damage > : )
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^Second this, swap Hundred Cuts as a basic for it, and make Phantom an intermediate. It's kinda weird to see mages go in there for some Psmash tier move + their build not ICly having anything to do with the blade.
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Great Fire wave 20 rpp

make it 15 rpp
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Tidal wave 15 rpp please
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phantom has been hit enough. mages having to buy in 20 rpp then 15 just for one spell, id say fair trade.
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Shock needs to not lock your movement during casting, if it didn't lock you in place during the animation, it'd be a lot less sluggish and would fit the theme of lightning being a zip-zappy fast spell tree.

Even with the extra tile of range added in the next update, it doesn't fix the issue that it feels like ass to use given that it's a skillshot that can easily miss/whiff unless you've set your opponent up for it with a heavy slow or a stun.
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Gravity Bomb shouldn't disable all melee spells - dashes alone are fine. That's effectively a large silence against any Armed/ Unarmed user.
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when you beat bogs alt and he runs to forum to prove misinformation-

okay so since I lied in looc so I could prove myself something about you, let me clear it up now.

gbomb activates and increases gcd for a set amount of time, it doesn't disable them. what It does disable is any dash and dash attack (jab too in this case since it is based off dash coding)

you came right here because it threatens your build and ngl that's kinda weird.
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