Spell Balance Suggestions
hey, is this thread still a thing? i don't want to make a whole thread in wizard wars for this

pandemonium drive is kind of mid. like really mid. like 'this might actually be a detriment to me' mid.

right now, as far as i can tell, it gives 10 ap and -5 dr. that's negative five dr. no speed boost like it used to have, no secondary effect, just a toggle.

on top of those, it changes ygg (~600 damage and 700 heal ticks every 2 seconds in a short range) and ingrain (one big burst, 3.7k heal and 2.5k damage, not sure on the range), tested at 400 pow

the problem is that those changes are actually kind of mediocre on their own (depending on the ingrain range it could be ok...), but also, 

i am not nature and it is not a nature hidden. 

it's listed as a mythic but if you compare it to something like spectral sight (which used to be a signature and is now a MASTER... and a bad one at that..) you're effectively breaking even with it. and then you compare it to something like dragon wings and it's just.. this thing is kind of mediocre. for how strong it used to be and how abuseable it was i dont mind the changes but i think it needs adjusted to maintain it anywhere near 'mythic' status. this thing isn't even 'signature' tier right now imo. it's just kind of sad.

yes this is a buff me/nerf my opps post, please make this cool ass toggle badass again
[Image: edbae8adc4cdc657c7307971b838ad95.png]

if anyone asks i got banned for sending /messages to people
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Demon step was made a master, so could be a bit better , since feels(not sure) was just turned a master without any improvements

Since akuma is going to sf6 i just thought could look more like the spell that is inspired with one of the few suggestions that were thinking about quality of life instead pure buff.

-While active , phase on solid objects similar what dash does. (is not uncommon get cornered against various summons)

-Slow imun(not cleanse) while active (yeah you can be slowed on demon step)

-Finnaly be able to be used with follow up (at this point dont know if is a bug or they never really wanted that to be possible)
The day unarmed stop exist, so do i
[Image: butun-yolculugum.gif]
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Hello ! I have come to bring some awareness on viine whip's state.
Since blood whip is now GCDE, vine whip could have something extra.

Here are the stats of vine whip. It says it stuns, but it does not. In fact it deals some kind of DoT effect that deals 5 damage. Not 5 SD. 5 damage.
[Image: a42ZJQl.png]
https://imgur.com/sdXdotI

And now here is blood whip. It does not stun , but it causes a bleeding dot, the same kind as other blood spells.
[Image: xqTIpnT.png]
https://imgur.com/wGnEeO7

Vine whip is a straight downgrade from blood whip, despite being an intermediate spell and in a subtree currently. Worse Damage. Worse cooldown. Mana cost does not really matter.
It has been more than one month that I have reported this issue here : https://chronicles-of-eternia.com/forum/...l#pid99443
If the stun could be fixed, I think the spell would be worth again, but really now it is worse than the base spell from the root tree. Sad
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Deflecting plam suggestion to value more as a master.
-Make the first 2 seconds of dplam deflect 100 % of damage, and the rest of spell duration work normaly as 50 %

Would reward more the player for precises dpams into bursts, and force oponents fear it more, reduce the duration a bit for balance that could also be suggested, to not be another imun to buy 5 seconds and be more a counter that landing well impact truly.
The day unarmed stop exist, so do i
[Image: butun-yolculugum.gif]
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Mighty blow:
-When a enemy hits a wall  cause extra 5 sd. (non critable like spin throw)
The day unarmed stop exist, so do i
[Image: butun-yolculugum.gif]
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Petition to nerf cauterize

Reason why: Anyone that uses power would just stack power/crit with little hp with cauterize. You fight them, they pop it and they obliterate your health with no punishment. And now once you fight back they're full hp and you're left with 5% health left. It feels a little unfair, given it's just demonstep if Demonstep doesnt have a reset cd and it doesnt punish you for just having it on your bar

There’s only one counterplay to it and that’s either knockbacks (which a few trees provide, costing you an extra 30 rpp, or just be lucky and happen to use a magic that provides one if you chose it), or wait out their cauterize by using a cauterize yourself. If you dont use cauterize, good luck, you just have to sit there and let them bonk you while they take zero repercussions doing so.

Suggestion: Make it so instead of it damaging you after it ends, it damages you over time during it based on your %hp but ignores any damage outside of that. Something in the gist of increasing the damage done to yourself or just shortening the cauterize's invulnerability time. That way it feels like the punishment is felt instead of the person using it feels invincible without feeling any after lash of any hp being lost since the hp it uses up after cauterize is over felt like rookie numbers.

(I have a personal vendetta against this spell and to scratch the itch I have to post this)
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Chains of Mortyl- 

Allow it to be considered an aura upgrade for 5rpp like how most of the other sig auras are.

or

an alternative that operates like a visual stance with no mechanical benefit if it cant be afforded.
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Photo 
Spell: Flashsword

for all u present users and future users of the funny teleporty sword arts
im not gonna type a super coherent post but i hope i get my point across

Suggestion:
https://gyazo.com/7da81ae798b073aaeee2d30db1d40dcd
wah omg tf?! i got slowed my flashstep only moved 1 tile and my strike castlock lasted an entire like 2 seconds

https://gyazo.com/eb12051ce843a3a829fe3fb5edeb64f9
this is a vry silly bug with the movement speed scaling (speedup + flashstep)


 + Flashsword is described as the epitome of swordsmanship. +
 + It does not have the cleansing active, despite intentions to be 'hypermobile', making it extremely susceptible to CC and particularly slows. +
 + It does not have the Garuda Melee Teleport, despite intentions for it to be 'hypermobile'. +
 + It is bugged. +

Upgrades to Windwalker/Dexterity are far more mobile then Flashsword in its current state, which is pretty twisted, isn't it? This seems like it is being overbalanced, and abandoning what made it to begin with, cool.
Because people hate teleports?

This is simultaneously a bug report, and a balance suggestion. Flashsword is kind of broken right now.
Changes have caused both Strike TP and Flashstep to become susceptible to Movement Speed. No idea when this happened, but this pretty much condemns people who do not have cleanses, and overpowers the living hell to people who are capable of cleansing and speeding up.


As well, this movement speed impact has bugged the ability, and it has before, been reported (as shown in the second of the two gyazos).

Just...!!
Make the speed of TPs static again,
or add a floor to the castlock on strike and flashstep (u probably should just make it static. being able to speedup lets you pretty much instantly fire fatal from strike tp, which was not possible to do previously- unless they stood still)
and return garuda tile tp passive wtf
and give this shit cleanse

a plausible nerf, as suggested by an individual of wisdoms, would be some form for alteration to this ability's ability to strike tp constantly. a cd on the art- maybe.
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