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Spell Balance Suggestions
Just to point out, while not necessarily taking a stance right now, Sanctified Flash's stun is very brief & its range is lower than Pyroclasm. It is also an intermediate ability rather than a basic.
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(01-25-2023, 11:07 PM)chance Wrote: Just to point out, while not necessarily taking a stance right now, Sanctified Flash's stun is very brief & its range is lower than Pyroclasm. It is also an intermediate ability rather than a basic.

their stun times are the same. it only varies at times because of the travel speed of pyro's tiles.

stun combos are already gutted by the beam/tesla changes. I don't think sanct needs the change unless something egregious appears. remove pyro's sound cue and let the lightspeed soyboys exist in peace

after playing against it in 600 verbs, I don't think lightspeed is as strong as I made it out to be. there's counterplay because a lot of the lightspeed users suck. the rest of light, mainly prism beam & lightspeed kick are the real issues of that tree imo.
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(01-25-2023, 11:11 PM)Teemo Wrote:
(01-25-2023, 11:07 PM)chance Wrote: Just to point out, while not necessarily taking a stance right now, Sanctified Flash's stun is very brief & its range is lower than Pyroclasm. It is also an intermediate ability rather than a basic.

their stun times are the same. it only varies at times because of the travel speed of pyro's tiles.

stun combos are already gutted by the beam/tesla changes. I don't think sanct needs the change unless something egregious appears. remove pyro's sound cue and let the lightspeed soyboys exist in peace

after playing against it in 600 verbs, I don't think lightspeed is as strong as I made it out to be. there's counterplay because a lot of the lightspeed users suck. the rest of light, mainly prism beam & lightspeed kick are the real issues of that tree imo.

Regardless of what your saying right now , and although i do like the combo myself ( i have a lightspeed charcter) I will not ignore the fact that the flash is unavoidable in every way shape in form , you can say that you can avoid the stun ( which is true) But personally I have seen others still be blinded and complain about the blind and doing some off character stuff in the middle of the fight I.E. running into a beam because they can't see.

Not to mention it still hits while back walling via counter to light speed. Charge to light speed sure, Charge to flash sure. All im getting across is that it has too many openings to the same combos in these four trees.  Energy/Holy/Cosmic/Light  in all of these not matter which way you play them the best still leads to beams.

Pyro stun as you said got gutted  tesla was super stupid with it yes, I agree but in no way shape or form does it compare to getting 40% of your health cut off due to being unable to see because of flash + holy cannon , but not only that  nova ray is also a big cut of health that can rival the damage that holy cannon can give off - and at 50% health? E-beam  Aye badda bing badda boom FORGET ABOUT IT.
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The only counterplay for lightspeed is if you was a light user itself and knew the range, only that you manage to predict what the target may do, when entering the effective range, is not what the average player do and is why people still hate light speed, yes used to have a bigger range was nerfed, but still will be hated due the skill celling of game.

What i thought about was or:
-reduce the impact sd hyper combos and hyper spells does when hit 
-Give a better window for people block after being stunned, like for first 0.25 or 0.5 seconds of stun you can block, want more counter play than that?

Im not saying allow block while stunned im saying give a chance to block if you was not batman and predict all enemy moves.

peace.
#Buff flykingkick hitbox
#Stepcast for unarmed spells
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Make Lightspeed a super-fast dash similar to Plasma Leap instead of a simple teleport. Think more like a combination of Fatal Strike with Plasma Leap, leave quick after images behind, whish whoosh, be cool. Gg ez. All problems solved. Skill issued players seething

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1. Adjust Flying Kick's Hitbox.
2. Boost Jab's Range to 6 (Half of dash strike as opposed to 1/3rd)
3. Adjust Assault (Idk why but it can break if someone is sped up, however assault cannot. Weird stuff.)
4. Titan's Fist's Range increased to 15 (Metal is 18, Holy Bomb is 21, Meteor is 15) Seems silly that this is only 8.
5. Add 210 RPL bracket Gauntlets (Eternite perhaps). 35 Power Base Gauntlets, to match the 35 power arc staff (at 200 req as opposed to 210)
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(01-26-2023, 05:47 AM)Dazzer Wrote: 1. Adjust Flying Kick's Hitbox.
2. Boost Jab's Range to 6 (Half of dash strike as opposed to 1/3rd)
3. Adjust Assault (Idk why but it can break if someone is sped up, however assault cannot. Weird stuff.)
4. Titan's Fist's Range increased to 15 (Metal is 18, Holy Bomb is 21, Meteor is 15) Seems silly that this is only 8.
5. Add 210 RPL bracket Gauntlets (Eternite perhaps). 35 Power Base Gauntlets, to match the 35 power arc staff (at 200 req as opposed to 210)

1. Yes.
2. Nah.
3. Phantom Strikes breaks too. Tested on my armed char.
4. Nah, it's GCDE, the others aren't. Plus, you have to charge up meteor in comparison.
5. I agree with this somewhat. Either that or have 30 POW gauntlets with 10 or 15 phys.

Actually, I think Jab increasing to 6 range wouldn't hurt it, but I don't think titan fist should be increased to 15 as it ticks for more than meteor. I'd venture more for 12.
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(01-26-2023, 05:52 AM)Ohverride Wrote:
(01-26-2023, 05:47 AM)Dazzer Wrote: 1. Adjust Flying Kick's Hitbox.
2. Boost Jab's Range to 6 (Half of dash strike as opposed to 1/3rd)
3. Adjust Assault (Idk why but it can break if someone is sped up, however assault cannot. Weird stuff.)
4. Titan's Fist's Range increased to 15 (Metal is 18, Holy Bomb is 21, Meteor is 15) Seems silly that this is only 8.
5. Add 210 RPL bracket Gauntlets (Eternite perhaps). 35 Power Base Gauntlets, to match the 35 power arc staff (at 200 req as opposed to 210)

1. Yes.
2. Nah.
3. Phantom Strikes breaks too. Tested on my armed char.
4. Nah, it's GCDE, the others aren't. Plus, you have to charge up meteor in comparison.
5. I agree with this somewhat. Either that or have 30 POW gauntlets with 10 or 15 phys.

Actually, I think Jab increasing to 6 range wouldn't hurt it, but I don't think titan fist should be increased to 15 as it ticks for more than meteor. I'd venture more for 12.

12 I'm not against, but 8 is almost insulting. Also, the GCDE on titan's i appreciate, however it is still a charge so lest not forget that part.
I think adding phys to gauntlets just makes balancing them even more wack, and partially the reason i think armed is wack for balance reasons also. Sounds silly, but I'd prefer 30 POW and no phys, than what was suggested. Just for balancing sake.
Jab to 6 seems fine, like the fact it's currently 4 is actually abysmal. I'm saying this as someone who isn't bad at the game, I hate to think what people who aren't great are having to endure. Not to mention slows breaking it too, although I think that's fine in truth if the range is increased as you can choose your spots better.
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I just think buffing gauntlets is the best way to start making the tree better. After all, the main issue lies in the fact that an elemental scepter matches arcanium gloves in power (also has elepow slotted in) at the cost of Tyrium and crystals. It's quite skewed, because if you wear gauntlets you also make ALL YOUR OTHER TREES WORSE as a result.
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To be honest at this point after thinking of it for a while I think elemental conversion should be common as stances for unarmed channeling your attunement through your body is basic for all auras why wouldn’t it be the same - just food for thought
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