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Spell Balance Suggestions
maybe Inverse Charge could give a light DoT heal that scales off of your MP, so it's not just worse-shield & to avoid DR stacking
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(03-18-2023, 11:36 PM)chance Wrote: maybe Inverse Charge could give a light DoT heal that scales off of your MP, so it's not just worse-shield & to avoid DR stacking

Give it the old Slow Time effect on trigger, people around you are slowed when you click it so you can get more use out of the aura and it makes it do something upon click. Feels better to press it that way.
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Tempestine guard is a one second 15 Dr shield and 3 damage ticks with a range of like one.... I beg for more range. Maybe lower the damage and up the range would be nice...
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Make shock a 3x3 in front of you please. The hitbox is so wacky.

Also make null ray have a 20 second CD. 10 SD on an instant beam opener with 16 second cooldown is nuts.
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I may be talking out my ass but see reason with this:

Right now you cannot easily run out of mana. Even with mana absorb being a thing and null ray being an actively good skill, the rate of gaining mana is very high, making the absorb tree kind of "okay" but not "great." Because of this, Flux isn't so great unless you know cheese tactics.

My suggestions so far that come out of my head is either..

> Increase the range of mana absorb to 6x6 or 8x8
> Make Null Ray take more mana from the target.
> Make Mana take longer to replenish.
> Let Mana Absorb take more mana.
> Make Inverse Charge a rapid mana depleting skill that works as a damage over time heal for the amount of mana taken.

I don't mind regardless and I am admittedly playing Mana Absorb on my current character and would like it to be better, but it's fine if not.
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Personally feel like making mana absorb bigger and having it take more mana would make it more cracked than just good. But yeah right now Mana Absorb mostly just counteracts natural regen, and doesn't really "drain mana" as the flavor would have you believe.
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(03-19-2023, 09:05 AM)Lammy Wrote: I may be talking out my ass but see reason with this:

Right now you cannot easily run out of mana. Even with mana absorb being a thing and null ray being an actively good skill, the rate of gaining mana is very high, making the absorb tree kind of "okay" but not "great." Because of this, Flux isn't so great unless you know cheese tactics.

My suggestions so far that come out of my head is either..

> Increase the range of mana absorb to 6x6 or 8x8
> Make Null Ray take more mana from the target.
> Make Mana take longer to replenish.
> Let Mana Absorb take more mana.
> Make Inverse Charge a rapid mana depleting skill that works as a damage over time heal for the amount of mana taken.

I don't mind regardless and I am admittedly playing Mana Absorb on my current character and would like it to be better, but it's fine if not.

This is intentional and for a damn good reason. I played a character with Mana Absorb (when it was a togglebuff rather than an aura), and it was utterly cracked. It got to the point where a lot of opponents literally couldn't do anything to me because I would just glue myself to them and kill them dead while they could barely cast any of their bad spells, let alone the ones that cost a lot of mana.  I could even OOM a cosmic mage.

My build wasn't even a good use of Mana Absorb - I picked it because it was flavourful for my character, since they ate mana and hungered for the flesh of mages - yet it still fit in well. If you build with it in mind, you become mindnumbing and genuinely toxic to fight. To give an example, there was another character running around with Mana Absorb. They were a sustain build. You do the math.

Making mana absorb aura eat more mana and changing mana regeneration in general is a horrible idea. This won't encourage people to use Flux at all, because why give someone their mana back (even with a homing nuke) when you can just whittle them down while they're out of mana and unable to play the game?
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1) Mana Absorb is no longer a toggle, but an aura, and at the rate of ticks and it being only 3 with high mana regeneration, it is just delaying the over-the-top mana regen.

2) Because it is an aura, it no longer gives the 10% DR of prior but instead 10% AP and 10 Vit, thus making you squishy.

3) Using prior, hidden-tier Mana Absorb as a means to keep this nerfed version makes a majority of the argument "back in my day".

Though, I do agree that lowering normal mana regen would be pretty bad and make fighting it cancer (and make flux a suicide button), so raising the amount of mana taken away 5 or even making the range bigger while keeping it at 3 won't be bad in my personal opinion.
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Occult is overall quite mediocre. Not so much by numbers but rather by spell function. Holy suffers less because it has better spell mechanics overall.
What should be the primary tools of the tree end up being secondary fillers at best, or dead weight at worst. It is mostly taken for RP reasons than combative ones.

Problem Spells:
1. Black Binding's hitbox code is wonky. Pretty much only usable if you land a GCDE stun first or you're an ultra chad pro gamer. It also has pointless floor tiles that don't do anything. Make them do something. A weak damage tick and a slow would be nice, for when it misses. Fix the damn projectile.
2. Occult Imps do fuckall damage and the suicide bomb never hits, either from dying to passive aoe damage or just being walked away from during the animation. Make the explosion more reliable. Summoning them costs massive amounts of mana so spamming them wouldn't really be feasible (in case that's a concern).
3. Shadowball's range is so short that combined with the instant projectile it tends to miss more often than anything since you can't make people run into it. For a tree basic, it has a massive CD as well. Make it shoot farther or wider to accommodate. Do it for Holy's Light Orb too.
4. Shadow Cannon has high potential damage but usually fails to do well due to how it works. Unsure how to make it more reliable without breaking the game.
5. Due to having Occult Imps, the tree is missing one whole damaging ability compared to Holy. The summon would have to be extremely good to make up this difference... Which it's just not even close.

The rest:
1. Desecrated Land does very nice damage. The large size meant enemies either take high damage or avoid an area of the arena. It served well as a deterrent or CC combo. Now it's tiny. Sadness.
2. Curse does great damage for an autohit. Though being a DoT means it is easy to counter with block or invulnerabilities. The heal reduction is a nice but non-primary reason the spell is taken.
3. Drain Life is good. The damage it deals is quite minimal, but the healing it produces is very nice.
4. Occult Flame (Aura) has a lying tooltip but otherwise great power aura. Would be nice if it did something cool though. Like doing the imp explosion from yourself.
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Spell: Arc of Devastation

Suggestion: A serious buff, the spell is severely lacking. Not only is it a wave, but it has no lingering effect. In addition to this, I feel the attack should do significantly more damage. But overall I just feel it is lacking for a mastery spell. Very much so, it feels gimped compared to say Swords of Heaven? And since the Mastery Aura is only so-so, and Storm is horrible. Think of Sand Avalanche, or Tidal Wave both are intermediate spells right? And they do comparable damage. Not only that, but they have lingering effects that trail behind them, making Arc of Devastation which costs a whopping 15 RPP ultimately feel worthless. The whole of the lightning tree feels like you're shooting yourself in the foot.

I would like to see this spell have some use if at all.
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