Spell(Crystal): Crystal Cocoon [Intermediate]
Cooldown: 40 Seconds
-The brutal truth is that, for an intermediate especially, this is non-viable. In utility of any kind it's not worth a slot. High CD. Roots you in place for two seconds without deterrent towards an opponent's approach, absorbing only three ticks of damage and spawning only one node.
Suggestion: Remove that 3 tick limiter. Small CD reduction. Offer some form of punishment/deterrent towards the enemy much like how Barrier of Sand, a basic, offers. Perhaps an AoE on trigger, or a shrapnel explosion after the duration finishes (which could hypothetically even make the 3-ticks of damage be mechanically beneficial/deliberate than bad). This makes the root feel worth the risk in remaining stationary. Have it spawn 2-3 nodes.
Spell(Armed): Quickdraw [Intermediate]
-As it is now, it typically just serves to make you a sitting duck teleporting you towards your enemy after dealing minor damage in retaliation. It has some niche uses- SUPER effective against fellow melee or one-hit spells, but usually is not worth barring. EXTREMELY susceptible to ANY move or maneuver with a follow-up. This includes multi-tick spells, of which there are many.
Suggestion: After triggering, apply a tiny invuln window. Perhaps akin to 'successive damage taken X period after triggering is nullified'. Alternatively, there is the idea of 'after triggering, armed moves off cooldown become immediately useable' to allow for a follow up. The key feels to be proper mechanical use for the teleport and better reward for proper timing.
Spell(Armed): Sweeping Cleave
-The hitbox of this feels really... Weird? When explaining this to people there seems to be a general consensus but I can't quite put my finger on what it is. The spell doesn't even have a Range listed...
Suggestion: Make it... Consistent? For some reason in battle it just is not reliable enough. Times when it looks like it should land a clean hit it just... Doesn't.
Spell(Armed): Galeforce
-REALLY pinpoint accurate kind of deal. Works decent with a whip to set it up, but even then it's prone to suffer quite a bit. While in theory it serves as a rapid-tick repellant, in execution it's just not worth the bar.
Suggestion: Instant 'beam' perhaps?
Spell(Metal): Binding Chains
-There's a very annoying delay making it perhaps the most unreliable '''''Beam''''' in the game. I've watched people dash clean out of it AFTER firing at POINT BLANK.
Suggestion: Get rid of that small delay, making it reliable on contact. Perhaps in exchange a small tone down in damage?
Just some thoughts. ♥
Cooldown: 40 Seconds
-The brutal truth is that, for an intermediate especially, this is non-viable. In utility of any kind it's not worth a slot. High CD. Roots you in place for two seconds without deterrent towards an opponent's approach, absorbing only three ticks of damage and spawning only one node.
Suggestion: Remove that 3 tick limiter. Small CD reduction. Offer some form of punishment/deterrent towards the enemy much like how Barrier of Sand, a basic, offers. Perhaps an AoE on trigger, or a shrapnel explosion after the duration finishes (which could hypothetically even make the 3-ticks of damage be mechanically beneficial/deliberate than bad). This makes the root feel worth the risk in remaining stationary. Have it spawn 2-3 nodes.
Spell(Armed): Quickdraw [Intermediate]
-As it is now, it typically just serves to make you a sitting duck teleporting you towards your enemy after dealing minor damage in retaliation. It has some niche uses- SUPER effective against fellow melee or one-hit spells, but usually is not worth barring. EXTREMELY susceptible to ANY move or maneuver with a follow-up. This includes multi-tick spells, of which there are many.
Suggestion: After triggering, apply a tiny invuln window. Perhaps akin to 'successive damage taken X period after triggering is nullified'. Alternatively, there is the idea of 'after triggering, armed moves off cooldown become immediately useable' to allow for a follow up. The key feels to be proper mechanical use for the teleport and better reward for proper timing.
Spell(Armed): Sweeping Cleave
-The hitbox of this feels really... Weird? When explaining this to people there seems to be a general consensus but I can't quite put my finger on what it is. The spell doesn't even have a Range listed...
Suggestion: Make it... Consistent? For some reason in battle it just is not reliable enough. Times when it looks like it should land a clean hit it just... Doesn't.
Spell(Armed): Galeforce
-REALLY pinpoint accurate kind of deal. Works decent with a whip to set it up, but even then it's prone to suffer quite a bit. While in theory it serves as a rapid-tick repellant, in execution it's just not worth the bar.
Suggestion: Instant 'beam' perhaps?
Spell(Metal): Binding Chains
-There's a very annoying delay making it perhaps the most unreliable '''''Beam''''' in the game. I've watched people dash clean out of it AFTER firing at POINT BLANK.
Suggestion: Get rid of that small delay, making it reliable on contact. Perhaps in exchange a small tone down in damage?
Just some thoughts. ♥
Twenty-two sectors tested.
Fragments in one direction.
Celestial noise detected.
Delirium unsuspected.
Static tuned into reason.
Time in the aether deepens.
Transmissions blink uncompleted.
72323... <send>
Fragments in one direction.
Celestial noise detected.
Delirium unsuspected.
Static tuned into reason.
Time in the aether deepens.
Transmissions blink uncompleted.
72323... <send>

