#Thrall Jumping / Thrall Dashing

15 messages · Page 1 of 1 (latest)

rare perch
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Thrall jumping & Thrall Dashing are new mechanics I propose to add to the resurrection spells on the Arceuus Spellbook.

Thrall Jumping: When out of range of the thrall, either:
1: The player can attack an enemy and automatically cause the thrall to teleport within the distance to attack it.
2: The resurrection spell can be right / shift clicked in order to cause the thrall to reappear at the player.

Both options cause the thralls to be delayed from attacking for 3 ticks so that distance plays an important role in choosing the thrall.

Thrall Dashing: When a thrall is at certain distance between an enemy, an animation will play which moves them within attack range of their target, cutting down on pathing time for 2 of the 3 thralls and works diagonally.

This does not come without questions however
1: Melee & Range Thrall viability due to added distance to mage
2: Enemies that can't be teleported / hit.
3: Should there be a cost for thrall jumping?

fast flax
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Something isn't clear for me: How does dashing differ from making thralls have 10 attack range?

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Dont get me wrong having the zombie go full sonic towards a target would look dope af but thinking development wise, what's the advantage of dashing over a "simpler" change?

rare perch
vale dagger
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i mean, melee thrall has some uses in toa so

dense lantern
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What is purpose

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All thralls have the same attack speed and damage. Only purpose I see here is just to make the melee one work to some degree which would be cool I guess but otherwise doesn't change anything

rare perch
# dense lantern All thralls have the same attack speed and damage. Only purpose I see here is ju...

Two things primarily, one acts as a means to subvert suboptimal thrall pathing in large areas while the other inherently adds more value to the melee thrall.

Effectively, given no type restrictions, melee would be used when enemies are more tightly packed together to whilst also offering the fastest hit -> hitsplat between the three, mage being more suited to slightly larger spaces and ranged even longer then that.

I would also propose a balancing change in these but atm doing so while fairly balancing them would be a bit tough.

dense lantern
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I see so like on a slayer task, for example suqah where the 2 npc are far from each other and your thrall just slowly walks over to you

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This would fix that?

rare perch
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Yes

dense lantern
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I mean that could be a fix anyway, no need to have conditional nerfs

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Thralls always do the same dps so as long as attack speed isn't messed with it won't be op I think

rare perch
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Yeah

rare perch
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This exactly