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Spell Balance Suggestions
(09-06-2022, 02:00 PM)Touc Wrote:
(09-06-2022, 11:27 AM)Harm Wrote: Flashbeam.

Buff flashbeam, for basically ALL of the nephilims choosing to use another beam instead of the aether one says quite a lot.
3 seconds charge up for it to be even decent (if you precast it while it's charging the beam literally does 3 ticks of around 400-600 damage and it's as slow as energy beam) + so much linger that your opponent gets out of stun before you. They can actually attack you with a wave or an auto hit or even a beam, meanwhile? You are stuck in the animation + the damage isn't even worth it.
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If this is going to be fixed and Flashbeam of all things is going to be buffed despite it being so good for playing keepaway, then Ignite and Flashbeam need to have actual charge indicators. It's impossible to tell when they're going to be used and this, in turn, makes it impossible to play around them.

They do have charge indicators, but they have two problems:
1) Layering. Auras layer above the charge indicators, which means certain auras can make it nearly impossible to spot.
2) Both charge moves use the same charge indicator. If a nephilim uses either flashbeam or ignite, you can't tell which move is going to come at you. Is it the homing Ignite move so you don't have to worry as much about charging in, or flashbeam which you would want to stay away from.
It becomes a 50%/50% chance of which one, with only possible educated guesses depending on the nephilim's build and playstyle to determinate which one is going to come at you.

Making the charge layer be above auras would help with issue number 1. Different charge animation between the two skills will help with issue number 2.
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Spatial Misdirection does like 1-2k damage a tick and roughly 90% of the time you can't even cleanse to get out of it because every tick applies stacking confusion. It also seems to linger a few seconds sometimes after it fades off the screen, but that seems like a bug that doesn't happen all the time.

It might be better to have the initial wave damage apply confusion and the tiles only damage, because dashing doesn't even get you out if the confusion stacks that last upwards of 20 seconds of being essentially rooted decides to throw your dash back into the aoe. It is possible to drop Misdirection on someone and watch as they hopelessly blow all of their cleanses trying to get away, simply dropping more aoes on them in the meanwhile.
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Minefield should inflict slow, not knockback. Or at the very least, a longer cooldown/charge animation. Melee’s suffer with this when its dropped on their head, eating 8k and being flung. Unable to close any gaps for 10 seconds, and having a (maybe) 20 second window.
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Melee enthusiast, upvote the above post. The oppression must end.
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Make Whims of Wind's wind sound spawn at the actual attack rather than at the caster so that you can't just press it from across the RPB box and hit your opponent with a free 5k damage.
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(09-08-2022, 05:23 AM)Knawlidge Wrote: Minefield should inflict slow, not knockback. Or at the very least, a longer cooldown/charge animation. Melee’s suffer with this when its dropped on their head, eating 8k and being flung. Unable to close any gaps for 10 seconds, and having a (maybe) 20 second window.

i dont disagree but its kind of funny to think of melee players as these feral adhd children who cant sit still

they NEED to power smash you they NEED it if they stand still too long they explode.

little rabid idiots lol
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(09-09-2022, 02:27 AM)BLOX Wrote:
(09-08-2022, 05:23 AM)Knawlidge Wrote: Minefield should inflict slow, not knockback. Or at the very least, a longer cooldown/charge animation. Melee’s suffer with this when its dropped on their head, eating 8k and being flung. Unable to close any gaps for 10 seconds, and having a (maybe) 20 second window.

i dont disagree but its kind of funny to think of melee players as these feral adhd children who cant sit still

they NEED to power smash you they NEED it if they stand still too long they explode.

little rabid idiots lol

The issue is that they do actually have to powersmash and do other things. Assuming you have what most armed has (pstrikes, cleave, smash, fatal), that's four slots of unusable spells. 53 total spelldamage that can't be used in a consistent manner and after looking at cd after it being out: 10 seconds of downtime between minefield casts.

And since they're using a sword instead of a staff, they deal less damage with the homings that they would have access to- further skewing things for the minefield user.
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I like the feel of minefield, and I’m not a user of it. Having to strafe between projectiles to reach the opponent feels good, and getting knocked back as opposed to slowed makes it so I’m not a sitting duck to long range attacks during it too. Longer CD is probably warranted, but I will actually be tearing my head out if it becomes a slow.
Maybe instead,
- Reduce knockback so it only bumps you back two to three tiles max, and
- give knockback a 1 sec timer so you aren’t shot out of the area like a cannonball when you’re hit by a bunch of them at once.
- Also a bit more space between the projectiles, especially the ones near the center would be nice.
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putting more space between projectiles would just make it cover a larger area. minefield is an issue even for non-melee combatants as it shuts anyone out that uses short to mid range spells while the caster just chills and uses homings or impact canon from within

if you wanna balance it either increase the cd or dont make it last as long
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Chronos Stasis with 300+ Pow

Tic heals for 75 per tic. Unsure if that's intended....

But it could be higher? Idk.
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