Spell: Crystal Cocoon
Suggestion:
I love the concept of it being breakable thematically, but mechanically it's an incredibly hard invul to make any actual use of (except against armed, but even then it's only as good as any other invul).
The main issue is that any damage tick count towards the 3 to shatter it, and that it has a 40 sec cd
The damage tick includes summons, AoE, and probably bleed and poison DoT too(?).
To illustrate its viability in common invul timings:
Spore
Cocoon - 3 spores to break, and then you take the rest of the spore damage.
Others - Invul the entirety
P. Strike
Cocoon - Invul the entirety and then break, will now be facing an armed user who's off gcd in cqc
Others - Invul the entirety, and then have another sec or 2 of invul to move or have inbuilt dmg from the invul to keep the opponent away somewhat
AoE
Cocoon - Is fine if only on one AoE, if there are more sources of dmg will break early
Others - Will last for the full time, if a movable invul, can get out of AoE
Sear, beams, spin throw
Cocoon - Ignore first 3 ticks, which is usually maybe 30-40% of damage
Others - Ignore all ticks, which is usually maybe 100% of damage
Blood User
Cocoon - Even 1 blood blade will delete the cocoon
Others - Will not be deleted by 1 blood blade
Any time Imps, Vines, Mandrake, etc. are up
Cocoon - I had an imp fire right as I cocooned. The single imp deleted my cocoon immediately.
Others - Will not be disrupted by the presence of summons for the most part
The suggestion would be one of the following:
- Lower the cd by a huge amount. Maybe even by 15 seconds. It's weaker than every other invul and a single crystal spawn will doesn't do enough to offset it. With a low cd, it would hold its own against the others.
- Raise the number of crystals spawned. It probably would still be difficult to use, but it would feel a bit more crystal-y and satisfying.
- Make it not break after ticks.
- Make it break based on damage maybe… idk how I feel about this one but…
Suggestion:
I love the concept of it being breakable thematically, but mechanically it's an incredibly hard invul to make any actual use of (except against armed, but even then it's only as good as any other invul).
The main issue is that any damage tick count towards the 3 to shatter it, and that it has a 40 sec cd
The damage tick includes summons, AoE, and probably bleed and poison DoT too(?).
To illustrate its viability in common invul timings:
Spore
Cocoon - 3 spores to break, and then you take the rest of the spore damage.
Others - Invul the entirety
P. Strike
Cocoon - Invul the entirety and then break, will now be facing an armed user who's off gcd in cqc
Others - Invul the entirety, and then have another sec or 2 of invul to move or have inbuilt dmg from the invul to keep the opponent away somewhat
AoE
Cocoon - Is fine if only on one AoE, if there are more sources of dmg will break early
Others - Will last for the full time, if a movable invul, can get out of AoE
Sear, beams, spin throw
Cocoon - Ignore first 3 ticks, which is usually maybe 30-40% of damage
Others - Ignore all ticks, which is usually maybe 100% of damage
Blood User
Cocoon - Even 1 blood blade will delete the cocoon
Others - Will not be deleted by 1 blood blade
Any time Imps, Vines, Mandrake, etc. are up
Cocoon - I had an imp fire right as I cocooned. The single imp deleted my cocoon immediately.
Others - Will not be disrupted by the presence of summons for the most part
The suggestion would be one of the following:
- Lower the cd by a huge amount. Maybe even by 15 seconds. It's weaker than every other invul and a single crystal spawn will doesn't do enough to offset it. With a low cd, it would hold its own against the others.
- Raise the number of crystals spawned. It probably would still be difficult to use, but it would feel a bit more crystal-y and satisfying.
- Make it not break after ticks.
- Make it break based on damage maybe… idk how I feel about this one but…

