#Status Effect Cards Revamp

21 messages · Page 1 of 1 (latest)

daring citrus
#

FIRE :
Blazing Bolts :

  • No longer a mythic enchantment.
  • burn dmg per tick is 25% of the original damage instead of fix amount of 5.

Searing Scorch : new mythic enchantment

  • All fire effects last 50% longer (more dmg ticks)
  • projectiles that hit the ground explode, spreading the burn effect in an small AOE.

ICE :
All ice slow effects = no longer slows atk speed
Glacial Fletching :

  • no longer a mythic.
  • 15% slow, stacks twice

Frigid Frost : New mythic enchantment

  • all ice effects now also slow atk speed
  • projectiles that hit the ground will create a small slowing zone for a short time.

ELECTRIC
Voltaic armor :

  • applies to melee hits but no longer reflects to range attacks.
  • melee attacks that miss can still pass the electric effect if the target is just slightly out of range.
    Electric spark :
  • Projectiles that miss will pass the electric effect to the first enemy that steps on it.

Static Discharge : new mythic enchantment

  • enemies that die with an electric effect will pass the electric effect to 3 enemies nearby.
  • electric spells or dmg that kills an enemy with electric effects will chain the damage to 2 targets with electric

POISON, HEAL, LIFESTEAL :

  • Heals that are smaller than the poison deducts the healing amount to the poison dmg until 0. This also won't heal if it's curing poison. This includes healing ward, auto heal, and lifesteal.
  • Heals that are higher than the poison deducts the poison to its heal, the remaining amount is the one that heals.
  • Poison dmg can be turned to 0 but the poison effect must still be cured to wear off.
  • vampiric soul lifesteals heals a minimum of 1.

UNITS :

  • Deads take the full damage of poison, but cannot die from it.
    Merics :
  • are immune to status effect damage but the effects are still there until it wears off or cured.
  • Meric shield Removes all Debuffs on the meric for the shield duration.
  • seperated cure and heal ability.
#

NEW CARDS related to the revamp

Frenzy :
Upgrade, equivalent of pike.
Level 1 - Charge cannot be stopped no matter what.
Level 2 - Juggerknights TRANSFER all negative status effect from them to enemies they hit. The effect will be gone on them and will be on the enemy.

Energy Harnessing :
Enchantment
Magikills occasionally auto cure the damage of electric and burn on them, the dmg from the electric and burn will be added as extra normal atk dmg once.
if it's slow the slow effect is equally distributed to atk speed and movement speed increase instead.

keen palm
#

Æ

daring citrus
#

Æ

keen palm
#

Wait, then you can combine ice with fire marrowkahamadahamada

daring citrus
#

yes, but only the non mythic

keen palm
daring citrus
#

which is what, movement only slow and 25% burn

keen palm
#

Archerspammers be like: LEZGOOOOO

#

I like the electric spells charge transfer, thats cool

#

I don't understand the poison thing

#

And, well, fire with ice marrowkahamadahamada

daring citrus
#

poison, harder for healing ward and lifesteal to instantly cure

keen palm
#

æ

daring citrus
#

Æ

keen palm
#

🗿

daring citrus
#

i could probably nerf glacial fletching

#

than just removing its mythic status

#

there

keen palm