#Ideas For Some Design Adjustments On Existing Spells

75 messages · Page 1 of 1 (latest)

glass mantle
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I feel like some of the spells need a bit of extra oomph to make them more fun and/or useful, and came up with a few ideas. All of these are intended as changes to the baseline spell, but some of these could be introduced as jokers if you ever decide to implement spell upgrades. There's quite a bit, so it will be posted in the comments.

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Voodoo

Drain: Replace 20 flat damage and healing with a debuff that slowly deals 10 damage per second to the target and restores 5 HP per second to you for 10 seconds. If a target dies - the debuff jumps to the next target. Only one Drain can be applied at a time. (Those 20 damage and healing become rapidly useless on higher tiers of difficulty)

Rescue: Change cooldown to 30s but when it revives an ally the cooldown is doubled. (Otherwise the healing aspect feels useless)

Corruption: Can corrupt any target, but targets immune to mind control are instead debuffed to take more incoming damage. (So it's less useless during boss fights)

Ritual: Massively increase the radius of the circle and make it slowly damage enemies, but allies can only be healed if there are enemies inside the Ritual circle. (So instead of just healing it drains health from enemies and gives it to your allies, like a mass version of Drain, which should make it more engaging and voodoo-ey and less like "Healing Area 2.0")

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Electric

Strikes: How about remaking it into a chain lightning bolt? (Making it usable as a ranged option while still keeping AoE functionality)

Portal: Double the cooldown of the portal but allow us to place both in one cast. (Would have the downside of killing the escape cheese but also the upside of possibly being actually usable in normal fights)

  • Edit: Zawaito offered a much more versatile alternative in the form of giving Portal a charge mechanic, as in allowing the spell to store two charges that can be used in succession. It would make the spell much more smooth to use and preserve essentially all of its current versatility and usability, although it might also make the thing a tad too powerful.

Boing: Make it create a much stronger explosion at the point of the jump. Something to actually damage enemies near you when you jump away. (If used as a joker - increase the cooldown by 5s. Would have cool flare to it and also synergize with both Thunderstrike and the new Swap I'm about to suggest)

Swap: Change it from swapping places with an enemy to a teleport behind an enemy, with the explosion only occurring at the destination but with it being much stronger. (Would make it work on bosses, would make it more useful in general, would make it a cool anti-marauder tool. You could combo it with the extra explosive Boing to dive in and then explosively dive out)

Thunderstrike: Allow us to hold left click to target a specific enemy which will serve as a point of impact. (Would make it useful against bosses.)

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Fire

Surcharge: Targets that are already on fire will repeat the Surcharge cast on themselves, spreading it further and further. 1 target cannot be affected by more than 1 Surcharge. (Give it a wildfire theme that doesn't make it that much more powerful but makes it more flavorful)

Acid

Contagion: Targets that are already covered in acid will repeat the Contagion cast on themselves, spreading it further. 1 target cannot be affected by more than 1 Surcharge. (Coincidentally the same as Surcharge, but emphasizes the contagion theming)

Cactus

Bandito: First cast permanently summons a significantly weaker version of Bandito. Subsequent casts have a lower cooldown and instead of summoning, they make your Bandito burrow into the ground and emerge in your position, damaging the enemies around you (effectively teleports and AoEs the enemies).

Pistolero: Increase cooldown to 50 but allow it to remain indefinitely, and allow its cactus projectile to explode, causing a unique "Cactus Needles" unstackable 2 damage dot on all enemies caught in the blast (would make these a bit more relevant for higher difficulties damage-wise and would make them feel more reliable for entrenchment)

mint rivet
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i think you typed surcharge in contagion's change by accident.

glass mantle
signal kiln
glass mantle
shut tendon
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Personally, I think Rescue is in sufficient place, unless one thinks that it's revive use should have more cool down than heal use.

Rescue is dual purpose revive and "clutch heal".
It is very strong in getting people back in the fight when stillness is disadvantageous; but also great at immediate sustain at range.
However, it's optimal to heal people before they die (about +70HP), as opposed to revive (alive 20HP). Using a charge to revive on command is much preferred than manual; regardless, it is inefficient as a single Rescue charge is heal or revive, before cooldown.
-# even running Rescue + Ritual: Rescue is still both very good at heal and revive; Ritual is great at healing multiple people, difference being over time and restrictive spacing.

I like the suggestion with Boing. While it is a movement not damage focus; it would be neat if the blast radius was larger, maybe a 3 instead of 1 puddle placement as well.

winged stag
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Plus, how would the portal one even work? You drop one and ut creates anither one 10 meters away?

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Also, portal is usable in normal fights

glass mantle
glass mantle
# winged stag Also, portal **is** usable in normal fights

Having to position yourself around these portals and keep track of which one will disappear when you place the new one doesn't sound very usable to me. And if you're gonna mention the escape cheese - then I don't consider it very normal, I think there's a reason boss fights don't let you out.

winged stag
winged stag
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I use 2 portals really far apart when scavenging and this proposed rework would kill the skill for me

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Lightning is all about the movement and utility, so it shouldn't sacrifice that for better combat application

glass mantle
glass mantle
winged stag
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Plus the "escape cheese" could be solved by just removing any portal outside of the boss area. You have to trigger the boss fight intentionally so there would be no rug pull 9n that

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On*

glass mantle
winged stag
winged stag
glass mantle
glass mantle
winged stag
winged stag
glass mantle
glass mantle
glass mantle
winged stag
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Swap is not great at introducing elemental effects, they'll throw you in the middle of the horde and it doesn't combo with anything

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It is really fun to use for what it's worth but not very synergistic

glass mantle
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Like I said, every school has some combat in it, lightning isn't all about movement and utility.

winged stag
winged stag
winged stag
winged stag
glass mantle
winged stag
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That all said, i really like your other suggestions! Especially your takes on voodoo magic

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It would make them much more of my liking

glass mantle
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Come to think of it, Boing could've been used, actually, given that it creates an elemental puddle in the retreat area.

winged stag
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The*

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Not that it has anything to do with anything, i just cant seem to think of a better alternative strike for the starting skill, even if it is so out of touch with the rest of the school

glass mantle
winged stag
glass mantle
winged stag
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But yeah, having to wait 10 secs for your first cast of a skill to do anything is rather weird, especially consider you can detonate a portal

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I usually just chuck it at spawn, go one way, and when needed I throw another one and go the other way from spawn

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At times it feels like there's two "me's" one clearing each side of the ma0

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Map*

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And i rarely use the self destruct function of it cause i'm then left with no portal close to me for 10 secs (which can be a lot especially on higher dificulties)

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While i'm at it!
Would it be better if the explosion happened at the exit portal? I'm conflicted about this so i haven't made the suggestion yet

shut tendon
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Ngl, I briefly messed with portal, purely because it would let me launch myself in the air repeatedly without waiting for cool down... To punch birds

glass mantle
shut tendon
glass mantle
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Oh crap, you can detonate it by throwing a portal into a portal. I just discovered that.

shut tendon
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Does the magic card text not mention that? I cannot recall, I mayhap just saw in video

glass mantle
shut tendon
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All in favor? 👨‍⚖️

winged stag
winged stag
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They will be drawn and doubly exploded

winged stag
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There's just something primal about being launched in the air repeatedly

glass mantle
shut tendon
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That's fair

clear lotus
glass mantle
# shut tendon Personally, I think Rescue is in sufficient place, unless one thinks that it's *...

Didn't notice this at first.

Personally, I think Rescue is in sufficient place, unless one thinks that it's revive use should have more cool down than heal use.
That was the idea, aye. 30s if you just healed a guy, 60s if you revived him.

However, it's optimal to heal people before they die (about +70HP), as opposed to revive (alive 20HP).
Not realistically. When people are not dead they can use a plethora of non-rescue healing methods to top themselves up. When they are dead, however, the dynamic is entirely different (There is also high difficulties and the way they handle damage to consider, but I won't get into that yet). As a result, a mobile revive is usually functionally more important than a mobile heal even despite lower numbers, so Rescue becomes more important to hold onto for clutch-revival and using it for healing might just mean you'll be stuck without it when one of your lads bites the dust.

shut tendon