Spell Balance Suggestions
#11
Spell: Magma Pool
Suggestion: Apply Mud on hit or increase AoE size. It's pathetic compared to the other AoEs when you don't have effective slows/RPP to build into a multiple of AoEs.
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#12
Spell: Flying Kick
Suggestion: Lower the RPP cost to 10RPP. The spell has gone through considerable changes since release, and the cost should be reflective of it. If it preforms similarly to Weighted Punch, then it should cost the same as well.
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#13
Spell: Garuda Bladestyle

Suggestion: Lower its CD from the 60 or 70, whichever it is, to something more manageable for what is a 10 second slow immunity with a debatable teleport addition. Slow immunity 1/6th of the time isn't very good when people have 2-3 slows, when it can only be used once in a fight normally. (Boar is monstrously better, if it worked)

Spell: Accelerate

Suggestion: Lower the CD slightly from 30 CD, make it to where its 10% Agi+ also effects all buffed Agility instead of only base non-buffed Agility. (IE atm if you have 100 agi it gives +10, while w/ enchants at 150 Agi, it still only gives +10)


Spell: Hundred Cuts

Suggestion: Extend the amount of hits/length that Hundred cuts stays in one place and just upgrade its start tick damage of 5 to something like 7. It appears and then instantly vanishes after moving 3 tiles right now.


Spell: Sweeping Cleave

Suggestion: Change its strange cone into 3x3 range, or at least give it a minor homing effect like double slash, it misses easily.

Spell: Darkness

Suggestion: Make it last longer, so that it actually effects the opponent
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#14
Metal Lance

Suggestion: Metal lance should be sped up to be on-par with other linear skills in terms of speed. It should also likely be upped slightly damage-wise, perhaps to 12*pow, as it is still the most underwhelming linear skill currently.

Hundred Cuts

Suggestion: This skill is incredibly bad currently. It needs the damage to be upped by a fair amount, as the skill itself is perhaps the worst physical skill in-game, barring standard strike.
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#15
Spell: Star Rain

Even if it slows, it feels a bit too tame right now. A slight buff to its tile damage would help a lot.
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#16
Spell: Throwing Knives
Suggestion: Up their damage values so that they're worth slotting.
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#17
Spell: Wither
Suggestion: Buff to 8 spell damage.
Mind Fray does - 20AP to target as well as confuses on top of 8 spell damage. Time simply has very low damage right now.
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#18
Spell: Supernova
Suggestion: Switch it's +10% Power to +20% or so instead. It is strange that the Exalted Fire aura is weaker than Fire Shroud itself. If not, might as well turn it into a toggle-buff.
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#19
Bring back Cameo,
this is my spell change suggestion.
[Image: a1c5821151379249915fc28ad734e73f.png]
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#20
Spell: Rock Wall.

Suggestions:
1: Make it GCD exempt. I don't care if you have to lower it's damage, or even remove the crumble damage afterwards, as a spell that pulls towards you it just feels really horrible having GCD as someone without an AOE to pull people into. And even with an AOE you wouldn't get THAT much out of it.
  • With an AOE: You can pull people into your AOE, and maybe get an extra tick of damage. Not super good feeling.
  • Without an AOE: Pulling people to YOU just makes YOU the vulnerable one because you're going to have about 1.5 seconds of GCD where you can't do anything, letting the other person get a combo or big attack off before you. Feels terrible, actually kind of bad.
Because of that it doesn't really feel like anything special as a spell with 8.5 spell damage(about 12.5 if you happen to hit with the wall crumble), and 20s base cooldown. Without GCD it would be an okay combo tool, letting you pull someone in those few tiles and immediately follow up. It'd feel fun. Even if it did 2 spell damage it'd feel better to me personally than it does currently.
2: Alternatively, rework the spell a bit and make it more of what it's called, a rock wall. Make it at least 1x3 or 3x1 depending on faced direction, and make it knock your opponent backwards. As it is now, a 1x1 wall does almost nothing.
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