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I've seen water spirits single handily save people from game winning spells, it shouldn't be 0RPP and 5RPP is genuinely a fine cost.
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If you’re gonna make it immortal, make it so it can’t block spells.
Can’t have your cake and eat it too.
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Restore grapple duration to the old one. 2 s?
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09-24-2022, 08:55 PM
(This post was last modified: 09-24-2022, 09:15 PM by Simonh2000.)
Here's a dumb balancing suggestion for Formation of Crystals that could make it more interesting to use/fight against.
Make it spawn nine crystals on the field almost immediately. Three red, three blue, three green. When/if the caster gathers all three of one type, their respective crystal effect activates and the rest of the crystals despawn from the rpb. The effect would have to be stronger than in the original FoC to compensate for the extra work involved in activating them, though, so I'd tentatively suggest these effects:
Red crystals: 10% ap for 5 seconds
Green crystals: 11 SD heal (Same as sanctuary's), slight speed buff for 3 seconds
Blue crystals: Cleanse on pickup, active cleanse for as long as warcry (Can't remember how long that lasts, srry)
I know these effects might seem a bit strong, but consider that they can't be activated from the moment they're dropped, and the caster has to think ahead to decide which crystals they want. There could also be better counterplay if the opponent notices the crystals they're going for and can move to block or attack them in retaliation - and the caster could just as well pick up random crystals they aren't actually intending to collect all of to throw them off, too.
Edit: also, possibly lower the natural despawn timer to somewhere between ~10-20 seconds on each crystal, and make the outline of the crystals drain as the timer runs out, putting more pressure on the caster to pick them up in time, and giving the opponent more of a chance to zone them out.