04-02-2020, 01:00 AM
(04-01-2020, 09:08 PM)Method T Wrote: Spell: Ingrain
Suggestion: Compared to alternative sources of Sustain, Ingrain falls behind a bit too heavily for its cost and expenditure. While I doubt anyone wants to see a perma-fight sustain meta, Ingrain's 15dam heal with a 35 second CD and a root is extremely lackluster.
Using a similar but more obviously useful skill, Ygg has a 60 second CD, does 11 ticks of 2.4 dam over its duration (26.4) in a cast, costs 10 RPP, and while it -can- be killed, it does not root or punish the player for using it. In that same vein, the Teraphim skill Crystal Heart also heals for 15dam during its duration of 15 seconds, and gives its user 5% AP as well, as a buff.
Lower Ingrain's rpp cost to 10 and remove the root, or buff its numbers and remove the root.
Ingrain is just very weak for a 15rpp intermediate skill that roots the player to heal them. That is all.
Edit: As an alternative if we just want to completely rework Ingrain. Raising its cooldown to 70 seconds, keeping its root and raising the heal to 40Dam (30 would be too low, and anything above 40 would be too high) would make it a very viable part of any sustain kit without making it truly broken. In comparison, the average melee combo (Dash Strike into Sweeping Cleave/Double Slash/Fatal Strike) does a low-end of 9Dam to 16Dam with an average cooldown of 5-20 seconds for a combo. with the ability to crit. Many magic skillshots do much more in terms of scale.
Again, this is just an idea I was thinking of to try and make Ingrain more viable, it isn't necessarily a good one, its just an idea.
As someone who used both ingrain and yggdrassil, I believe I can speak about it:
While yggdrassil heals you for more overall, that is ONLY if 1)you stand in range, and 2)after it fully matured, and the location stays the same.
For 1) The opponent can make the location unsafe by putting a ground AoE.
For 2) The known location can make your movements more predictable, and thus easier to hit with the right moves (Though, same for the opponent if you can guess correctly how he is going to play around it.
Overall, Ingrain and Yggdrassil are too different to properly compare it: One is an instant with the negative that you have to be rooted for a second while you are healed, and the other requires you to stand around the same cubic area for a certain amount of time.
Both can have their usages, though. For example, yggdrassil can work decent enough with a build that can essentially make "huts" for you to rest on, such as ground AoEs and reliance on deadly blossoms near the tree (the latter is what I used when I had given the chance to set it up, though it takes time).
That said, though? Comparing ingrain to the teraphim ability is valid. Both are long CDs I believe (though I don'tk now how long the teraphim's CD is), and both overal heal for the same amount and without being reliant on where they stand to get it like yggdrassil. However, crystal heart does not come with any negatives. Instead, it comes with the added bonus of AP for 15 seconds.
As a side note: I should also mention that healing abilities aren't boosted by +% abilities don't increase healing abilities (Which are only buffed further by direct increase to the power stat, like a weapon or the fire aura). Now, this coding for healing is intended as far as I know, but it does mean that none of nature's auras affect ingrain, since they are either +%AP or +%DR (Both the basic and the hiddens).

