#Ice Wall Wand Changes (YAPD)

1 messages · Page 1 of 1 (latest)

lapis mason
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Because might as well talk about other mods and this wand bugs the hell out of me. Also test of this funny image button.

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ight fellas

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how do we change this shitty wand to be good

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@past knoll @inland shell @late goblet yapd players ASSEMBLE

mighty arch
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hello

forest echo
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Why is the ice wand bad?

lapis mason
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have u played yapd

forest echo
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nope

lapis mason
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the wand is bad bcuz it does next to no dmg, and teh walls it spawns are very bad at doing anything

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its legit the only rly worthless wand in yapd lol

meager cipher
lapis mason
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^

meager cipher
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technically it should be used as stall

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but because Hamster removed all debuffs that stunlock entities

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ice barrier fails at being efficient stall

lapis mason
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yep

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it aint even good at that loool

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charm is a nice "stall"by just getting things off ur back

meager cipher
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I think thorns are better at distracting enemies

lapis mason
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true

meager cipher
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than the literal wall building wand

lapis mason
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thorns is so good

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but yeah anyone got cool idas for it?

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my main one floating in my head atm is that the ice can encase enemies in its path

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keepingthem frozen for a while

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the duration of the ice walls would also be increased a fair bit

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enemies encased in ice would take extra dmg from ur next strike (maybe doubled or whatever), but any kind of dmg would break said wall and free the enemy (who is now afflicted with frozen debuff)

meager cipher
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unfortunately

lapis mason
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why teh doubled dmg, idk i think itd be neat to add that to the wand so it synergizes with melee builds more alongside the stall

lapis mason
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wait nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

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then what else could be done bout it

valid magnet
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maybe make the crystals shatter on destruction for damage and knockback?
this way it doesn't become an offensive wand while still not being passive and useless

lapis mason
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thatd be neat

valid magnet
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although it would be kind of op if you blocked a corridor...

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so maybe not

lapis mason
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just go boom and pish everyone back and freeze them (the frozen debuff, doesnt stunlock)

past knoll
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Well, there was an idea to punish the enemies somehow for hitting the walls

valid magnet
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if they tried to break through instead of going around they would lose a decent amount of health

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but like

past knoll
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And I also think the damage potential of the wand shoild defenitely be increased

lapis mason
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tehwalls could reflect dmg

valid magnet
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if you make a 5 crystal thick line in a corridor you win for free

lapis mason
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u cast it in a hallway and u win

past knoll
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And, of course, the freezing debuff should be buffed significantly

rough oyster
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do i ping hamster?

meager cipher
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you can

rough oyster
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@iron spade thread for your mod, consider checking out

inland shell
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huh i dint knew of this type of thread, noice

torpid swan
inland shell
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mmm sadly i could'nt play much with this wand 😔 since RNG wants me to be a Spray wand main most of the times lol

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but if i am not wrong the main thing of the Ice wall is being a support wand to complement with other main form of attacks(be Melee or Range) by slowing/immobilizing enemies than dealing raw damage with the freezing debuff and being a defensive wand by creating Ice walls as temporary barricades that has many uses like blocking corridors to make distance from a enemy or block ranged users(which would attack the walls instead) and those things get buffed if its used on water, making its maximun potential rely on enviorement like the thornvine and lightning wand

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kinda like gives the player the ability to create their own enviorement and also debuff enemies with slow-like effect while dealing a bit of damage, and rewarding them for using their enviorement on their favor.(Water zones)
its a versatile wand with many uses

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now the thing is that the ice wall wand actually kinda sucks at those jobs.

-The freezing debuff dont slow the enemies much even at high level (long ago since i played with it i remember it slowed the move speed of sucubbi by 20% with a +3 in full condition wand as a high level Scholar with a Ring of willpower and focused on hitting it than making walls) and it dont last much unless the enemy walks on water.(i think the debuff got extended if they walked on water?)

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-the Ice walls, while they have decent health if you dont create many and have a wand in good conditions, the higher floor enemies like the dwarvens or Halls can still destroy them with ease thanks to their high damage.

inland shell
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-And that the wand is not effective at close range, since you cant create ice barrier over enemies(it apply them freeze debuff instead), and swapping wands takes a turn if a enemy get in 2 tiles range so you have to equip it if a enemy is in distance if you want to block him with a barrier

inland shell
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and thats pretty much of my experience with the ice barrier wand sadly(RNG only give me lightning and spray wands)

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as for suggetions and ideas. i am thinking of some small buff to it and make it the freezing aspect of the wand better:

-FIrst buffing the movespeed debuff of chill on enemies and maybe even making it more powerful when enemies are on water(it will also give a strong synergy on lightning wands), making it running throught and fighting on water zones a great option for ice barrier wand users

-I was thinking of Chill also affecting the evasion stat, it would make it synergy more with other things like melee and ranged builds, making it a more useful wand for classes like warriors or Scholar with heavy weapons. Also it kinda make sense if enemies are nearly frozen and unable to move well they wont be capable to dodge in time the fast attacks coming at them

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-Maybe also affecting the attack speed of enemies like it happens in shattered would be great for ranged enemies but thats probably a bit too much.

inland shell
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now for the wand itself and the Ice barriers. We have to remind its a Utility wand so it uses all of his charges per zap and most of its power depend on it.

-Many says ice wall could reflect damage to enemies that attack them(and is also a good idea to make it more offensive while fitting the theme of barrier that block path) but i was thinking on it also stacking Chill on enemies, like a sort of aura that constantly Chill debuff enemies adjacent to them or releases chilling Ice shards each time they receive damage. a strong barrier(like the 1 tile ones) would have a stronger chill aura effect or reflect more damage.

this would make them Punish enemies that attack the barriers while keeping the Freezing Slow chilling debuff theme of the wand

-Giving armor to the barriers that scales with the charges used and magic power would make them more durable to strong enemies of the dwarven and demon halls. Also making them more *resistant or immune to Electricity *damage would make them synergy great with lightning wands whose attacks in water also affects the Barriers and easily destroy them.

-using the wand again on the barrier could heal the ice blocks or give you a part of the charge used kinda like thorvine does, or make them explode dealing damage in proportion of their max health and chilling adjacent foes, or "lowering the barrier" to allow the user pass throught them without breaking them. Making the barriers a bit more interactive

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-maybe this could be OP but making the ranged attacks of the user pass throught the Ice barriers would make a interesing combo of setting up bunkers/barricades with them that enemies must destroy first while the player pelt them with ranged weapons or other combat wand zaps. it will also make Ice barrier less of a annoyance that block the player if they want to attack

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-oh yeah also making the Barrier block diagonal paths

inland shell
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-I think this Wand and the barrier aspect should shine on giving the player ability to make or change their own enviorement, like were it can separate a pack of mobs or the half of a little room the player deal with one half or escape while the rest are trying to break it, aided with the chilling effect and empowered if its used on water..


and now, as for the effect of the wand if its casted on a enemy(Chill attack) rather than creating a barrier

this part actually seems pretty fine and just need a buff on the chill effect that worth using all the charges of the wand on a enemy rather than to create barriers. with this the wand also can attack and chill multiple enemies if they get on the path barrier.

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-one idea i have for this is that, if the User creates a 1-tile barrier on a enemy(and using all the charges of the wand on him for that shot) besides a great amount of levels of Chill and maybe some decent damage, it may can also completly Freeze a target, turning it into a Ice Statue and completly paralizing it for a amount of turns(and probably much more if its on water) or until they are attacked. While in this state that enemy cannot make actions or "see" his surroundings(making it easier to escape from them with stealthy builds.) and are open to a sneak attack(this is optional but more to synergy with weapon and Stealth builds with Ring of shadows.).

Pretty much like how Freeze in Shattered works but also the enemy still kept levels of Chill slowness after being free by being attacked.

to not make it very OP it probably can happen with chance that depend on the wand's condition, the amount of charges and if the target is on water or not. (like, a fully charged wand with good conditions has very good chance and if the target is on water is nearly a guarantee, while using only 1 charge has very low chance of freezing.)

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this gives the player the option to either make Ice barriers or use them to create a opening on a enemy to get close with fear of ranged attacks and get a sneak attack or escape and run away from them

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and as well gives a great use to the wand during close range. (thought it could also add a knockback effect for the creation of the barriers so they are still useful even if enemies get close before being cast.)

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and well thats all i guess lol
thanks for coming to my TeD talk

topaz shard
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Jeez this is a long thread

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My take is that the wand should have more synergy with water, making it a tile-dependent utility wand

topaz shard
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I'm more leaning toward a 'stasis' status when casting on enemies

lapis mason
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i think itd be neat for synergies with non scholar

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wands should synergize better with non scholar tbh

topaz shard
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So one of it's utilities would be a 'get out of jail free card'

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Messed up and accidentally got surrounded by enemies? freeze one to temporarily solve this problem!

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it'd be merely a few turns if cast on non-water tiles

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but would have a much stronger effect on water tiles

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and we can also force the affected mob lose their track of the hero, lowering their perception even

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a wand made for pacifists

topaz shard