Spell Balance Suggestions
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point
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(11-19-2022, 12:35 PM)ACuriousGrey Wrote:
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point

it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.

(11-19-2022, 12:35 PM)ACuriousGrey Wrote:
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point

it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.
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Let’s talk about Nephilim.

Nephilim are the descendants of the Primordials - divine blood courses through their veins and enables them to use Aether magic, something as close to divine magic a mortal could ever get (honourable mention to Lysterg). It enables them to perform truly miraculous feats of magic!

Except, it doesn’t.

At this point, Nephilim racials (excluding true counter) are in a bad spot. Let’s go over them, and discuss how they could be improved! Keep in mind this is only my own opinion.

Flashbeam: Arguably the most visually appealing racial - it looks absolutely wonderful. The drawback is that it takes 3-5 seconds to charge, is extremely telegraphed, and its damage is overall less than an average beam.

How to fix: Remove the cast timer, and make it more in line with regular beams. As it stands it’s not worth its rpp cost and I don’t think I’ve seen any nephilim use it due to that. Even with hard CC builds like metal it’s easier and more effective to just use a normal beam.

Ignite: Everybody's least favourite spell. This spell is so horribly inconstant it’s actually sad. It’s a visually appealing spell, but its damage is so inconstant it’s barely worth barring. Sometimes it’ll hit the target a dozen times for 20k damage, sometimes it’ll hit once for 1k damage. The new slow tacked on it lasts for like a second is barely noticeable.

How to fix: Remove its ability to tick multiple times and just give it one big burst of damage.

True counter: Honest this spell is fine.

Ultimately Nephilim have among the worst racials at this point in time, with beastkin having among the best (wild nature slaps). It’s bad enough that people will refuse taking nephilim racials over their own. For something in lore that’s supposed to be powerful and desirable to hunt down nephilim, it seems to have the opposite effect.
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(11-19-2022, 02:02 PM)Danteric Wrote: ...

Flashbeam has an intended change which will reduce the cast lock to 1s, rather than for the full duration of the beam, being the main issue with it compared to similar spells. Should be live within a few days.

Ignite has never hit for 20k in the past few months, by the way, or anything close. It rarely ticks more than a few times (which is good - consistency). The damage will be increased.
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(11-19-2022, 01:32 PM)Cotillion Wrote:
(11-19-2022, 12:35 PM)ACuriousGrey Wrote:
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point

it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.

(11-19-2022, 12:35 PM)ACuriousGrey Wrote:
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

Eight tiles while using dash, has travel time, gets exceptionally cucked by slows(im talking you will be in the animation for a solid 2 seconds), and is also extremely jank to even use at that range, plus just... doesn't damage at that point

it's eight tiles without a dash, what're you even saying..? A dash doesn't increase a moves range, it adds range onto it. Jab is three tiles motion and if you end within 5 tiles of the opponent you blink to them. It has virtually no cooldown, it doesn't deserve to do damage with the enablement this one move gives.
Looks like you guys dont readed the guide.

-Jab teleports between 4-8 tiles range from enemy.
-With dash you can safely extend to 12 tiles, 13 with bigs chances of fail.
-Slows do raise the cast, and it needs move to to teleport, meaning snares are a problem but a person stunned still teleport..
-His cd just turn virtually good at 30 % cdr, where you can do a combo and his cd is back for another in the same sequence.


*The problem
-People learn timing, and even dash closer you to not end in a tp to stun you,if they have a suitable spell they will counter you, if not? they just dodge at perfect timing, Sting player was probaly the person i seen always dash right a jab to avoid any combo.
-Sometimes you do a jab where you think wont go, and it goes.
-Make oponent force spells based in a predict bait can add more macro to the tree.
[Image: memorias.png?ex=6629925d&is=66171d5d&hm=...a226c91ce&]

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I've played unarmed and you've merely stated a bunch of extra miscellaneous information to the original point, the one mention to what I'd stated originally was the range being eight tiles at it's limit.. which you correlated; I don't need to read a guide when I've played the tree.
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Add small QoL spells to certain trees, similar to how Nature gets growth.

Water could get the sirenian water walking passive as an intermediate

Earth can till land without a hoe

Air/gravity could get cosmetic flight, etc.

Holy could lax essence temps

Etc etc

Minor spells with little combat value that add flavour to invested trees which would be nice.
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make it if you enter trees that are weird you lose pow in that element, if you grab a secondary or intermediate/master from water, you immediately lose 5-10% fire power or something similar.

im tired of every mage being the mf avatar with no drawbacks
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(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

[Image: image.png]
I don't know what you guys are talking about. It says four tiles, and that seems to be true. Is the tooltip wrong? These numbers tend to be correct, even when tooltips aren't.
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(11-19-2022, 07:51 PM)Simonh2000 Wrote:
(11-19-2022, 12:12 PM)Cotillion Wrote:
(11-19-2022, 09:08 AM)Simonh2000 Wrote:
(11-18-2022, 10:09 PM)Lung Wrote: A way to feint jab, like toggle or something, a way let player jab tp when he wants, will help a lot against people who learned jab timing.

-Like you disable jab tp, use and he just does the 2 tiles move.

Isn't that the least of jab's worries? It's like 4 tiles. The one thing holding unarmed together and it has less than half the range of post-nerf lightspeed. Absolutely terrible tree.

It's eight tiles. lol.

[Image: image.png]
I don't know what you guys are talking about. It says four tiles, and that seems to be true. Is the tooltip wrong? These numbers tend to be correct, even when tooltips aren't.

trusting tooltips .
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