Spell Balance Suggestions
i'm skeptical that making a +3% pow (because enchantments now work on melee) +10% AP stances stronger is the answer
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If possible, nerf the AP and add a Q then. I don't think lesser options but more power is an actual upgrade. These days, a Q is more important than actual power in my opinion.
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The Young Master
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Nobody shares the same
opinion
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Spell: Sear/Meteor
Suggestion: Buff the damage back to 3.5. Not sure what warranted it to get sneak nerfed to 3 but I felt like the damages for both were fine at 3.5. Especially for 20RPP Intermediates. Although... hehe... putting it back 4.25 isn't bad either, you know?

3.5 is fine where it was. Either that or have the cost lowered to 15 and raise GFW to 20.
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flashbacks to Sors' meteor doing 2.9k a tick

a-a reduced cost would be appropriate..
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Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
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I take it back then. ONLY SEAR


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2 higher CD than meteor (Which really doesn't matter tbh.)
Lower range and is 3 spell damage. Change it back to 3.5!
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ok as long as it has a huge charge up animation that anyone knows when it's going out
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its not that hard of tell that they are charging sear tho
when they pull away then suddenly go in, oh fuck...
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i have actual vision problems and am actually incapable of seeing sear's charge through any fire aura, be it plasma, normal fire, hellfire, w/e. please give it an indicator even if you don't buff it. please.
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