01-12-2023, 12:20 AM
If they disappear on hit.. give em a bleed tick!
![[Image: image.png]](https://i.ibb.co/HDsZVQZ/image.png)
![[Image: image.png]](https://i.ibb.co/j8bSwg2/image.png)
Spell Balance Suggestions
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01-12-2023, 01:29 PM
Buff Precision Slash's start up. As it stands, it's about a full second to second and a half before the wind torrents start appearing. The only way to make this work is in the niche situations in which you run a longer stun or root and even then you can act during the attack, so you can just counter with any mistform, shadow walk, iron body, true counter, DPalm... (Etc.)
Reduce the start up drastically so this move is useable outside of high stun combo exclusivity pls.
01-12-2023, 01:47 PM
Intending on reducing the wind up.
01-12-2023, 04:24 PM
Occult imps have been hit a little too hard with nerfs and feel much worse than other summons that are basics. Their attacks are very infrequent and do low damage even when they do hit.
![]() Compared to something like Clone. ![]()
Rob
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01-13-2023, 08:57 AM
Halve the range on blood blades. They last for 10 seconds or more. It is especially insane when the two new spells are used in tandem, esp. with their crazy tick rate.
01-13-2023, 01:34 PM
Spell: Lifebomb
Suggestion: Remove the cast lock or buff the tracking/range No other Meteor/sear spell makes you sit in place to use it, and all you have to do to dodge it since the tracking isn't very precise is move to the side/behind of the person who is cast-locked and it'll auto-miss for a wasted 40 second cd.
01-14-2023, 07:58 PM
Consider making scarlet circles an intermediate. You know it's intermediate material.
I swear I'm not...
![]() ![]() I'm not owned guys.
01-14-2023, 07:59 PM
hey hey
so im here to ask to be buffed again, this time I want to be buffed by letting me have some nice summons so yknow... yep. Demon Tri-Summon is currently the absolute worst summon spell in the game, partially because they don't have health and die in literal seconds of the RPB. Their dmg isn't anything to be wowed about, especially when occult imps pretty much does 10x as much dmg as all 3 of them combined. The best thing about them is that one of them hits someone with like a little DoT effect that does around 100-200 dmg per tick. I shit you not, they die in one hit man, it's like forcefeeding grandma some edibles then having them walk around a highway, that shits no bueno. can I get more dmg? maybe more hp too so they don't fucking die in one hit like a powercrept villain in DBZ when they tell a saiyan that their mom is gay or smth and they start screaming for 3 episodes. thank u did i mention they die in one hit? ![]()
01-14-2023, 09:05 PM
Potentially lower the Occult Imps' HP due to these two reasons:
1. Occult Imps have been stated to have a self-destruct mode where they explode on the target upon hitting a low point at HP. I don't think any of us have seen this in action before due to how tanky they are as of the moment. 2. The recent buffs to their damage make them really good but also really tanky, in a way removing any form of counterplay against them in the form of killing them first. |
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