Posts: 823Threads: 113Joined: Dec 2019
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Got an idea for the fire aura. First, I'll like to compare it to sand aura since the idea is based on it:
Fire aura: +25 power, fire AoE tiles on dash.
Sand aura: + 25 power, +20% spell dodge on Sand AoE tile.
So, if we have a way for us to check when someone is sitting on a specific elemental AoE, why not take advantage?
Here is my suggestion:
Fire aura: +25 power, fire AoE tiles on dash, +5% fm on fire AoE tile
It'll be a good fit for a tree that'll be all about damage, and for once will make me willing to stop dissing against blazing wave since the fire AoE it leaves behind will have an added purpose.
Posts: 357Threads: 53Joined: Jun 2023
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Currently, fireball is...
8.5 damage, Range 10, Cooldown 10, Mana 5 with a 50% chance of inflicting burn (which does... Negligible damage.)
Golden Bolt from Sand is...
10 damage, Range 12, Cooldown 6, Mana 10
Golden Bolt is just plain a *better fireball*. Can we lower fireball's cooldown a bit to bring it more towards a 'spammable ranged option'? Fire's cooldowns are all rather large, and very punishing if you miss anything. Given how difficult it is to hit fireball, I feel like its cooldown should be lowered.
Posts: 288Threads: 43Joined: Oct 2022
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07-22-2023, 02:31 AM
(This post was last modified: 07-22-2023, 02:32 AM by RainIsABirb.)
(07-22-2023, 02:28 AM)DragonDarklyDreaming Wrote: Currently, fireball is...
8.5 damage, Range 10, Cooldown 10, Mana 5 with a 50% chance of inflicting burn (which does... Negligible damage.)
Golden Bolt from Sand is...
10 damage, Range 12, Cooldown 6, Mana 10
Golden Bolt is just plain a *better fireball*. Can we lower fireball's cooldown a bit to bring it more towards a 'spammable ranged option'? Fire's cooldowns are all rather large, and very punishing if you miss anything. Given how difficult it is to hit fireball, I feel like its cooldown should be lowered.
Don't forget the key differences between these two spells:
Fireball is significantly faster and has a more forgiving hitbox. In addition, burn (it is a 100% chance; tooltip lies) doesn't deal negligible damage, but is instead about 2.5sd with a slow attached to it. While Golden Bolt's CD may be better on paper, in reality you're going to find opportunities to land it few and far between- all the while triggering GCD on yourself which can be a huge detriment.
Both spells are pretty bad, don't get me wrong! But looking at the stats on paper isn't all you should consider when thinking about balance.
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07-22-2023, 02:33 AM
(This post was last modified: 07-22-2023, 02:33 AM by DragonDarklyDreaming.)
(07-22-2023, 02:31 AM)RainIsABirb Wrote: (07-22-2023, 02:28 AM)DragonDarklyDreaming Wrote: Currently, fireball is...
8.5 damage, Range 10, Cooldown 10, Mana 5 with a 50% chance of inflicting burn (which does... Negligible damage.)
Golden Bolt from Sand is...
10 damage, Range 12, Cooldown 6, Mana 10
Golden Bolt is just plain a *better fireball*. Can we lower fireball's cooldown a bit to bring it more towards a 'spammable ranged option'? Fire's cooldowns are all rather large, and very punishing if you miss anything. Given how difficult it is to hit fireball, I feel like its cooldown should be lowered.
Don't forget the key differences between these two spells:
Fireball is significantly faster and has a more forgiving hitbox. In addition, burn (it is a 100% chance; tooltip lies) doesn't deal negligible damage, but is instead about 2.5sd with a slow attached to it. While Golden Bolt's CD may be better on paper, in reality you're going to find opportunities to land it few and far between- all the while triggering GCD on yourself which can be a huge detriment.
Both spells are pretty bad, don't get me wrong! But looking at the stats on paper isn't all you should consider when thinking about balance.
Okay fair. But also, as you said... *Both spells are pretty bad.*
Let's give them both a little bit of love.
Posts: 768Threads: 84Joined: Nov 2019
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Dalies and mentlegen.
Let's all agree to make them GCDE.
:3c
Reward skillshotters, let them have their adrenaline rush as they land a skillshot on Chad Homington and Stun Rooterson running at them while spam pressing their button to hit them from max range.
Posts: 823Threads: 113Joined: Dec 2019
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Another option is to remove the cast lock skillshots like galeburst, fireball, or golden bolt have. That way, people can cast them while still freely moving about, making them more comfortable and less punishing to use.
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(07-22-2023, 06:23 AM)Shelpies Wrote: Dalies and mentlegen.
Let's all agree to make them GCDE.
:3c
Reward skillshotters, let them have their adrenaline rush as they land a skillshot on Chad Homington and Stun Rooterson running at them while spam pressing their button to hit them from max range.
rootstacks you, unloads a whole GCDE skillshot bar onto you
the way skillshots work right now is perfectly fine (lower base cooldown)
Posts: 288Threads: 43Joined: Oct 2022
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as much as i think itd be funny, skillshots shouldn't be able to be incorporated into a combo
tempest projectile being gcde has yet to yield a combo but im sure some janklover will make one soon.
The best change is to remove their cast delay to make them actually usable, really.
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07-23-2023, 05:02 AM
(This post was last modified: 07-23-2023, 05:04 AM by Galion.)
Spell: Invigorate
Suggestion:
Invigorate has a nifty not-so-little bonus where it grants you +15% AP for reaching max charge. This as it is right now is obscene. People buy into cosmic exclusively to abuse this bonus, gaining loads of AP to use everything but an overdrive ability. Reaching max charge alone is very easy, since you can rapidly refire Invigorate to multiply its charge speed. Once its maxed, it is very easy to keep maxed. Shouldn't need anymore explanation as to why this is cracked.
My suggest is to make this +15% AP bonus into +15 Cosmic Power. It should -only- effect cosmic abilities / Overdrive.
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07-23-2023, 05:04 AM
(This post was last modified: 07-23-2023, 05:04 AM by uncatastrophic.)
the spam thing got fixed a while ago by adding a cd is it broken again?
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