#Chloromancer Rework

27 messages · Page 1 of 1 (latest)

rich harbor
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Chloromancer currently suffers from being absolutely horrible if you don't constantly use Chronomantic Emblem, and somewhat usable with it. Only the empowered Green Gatling is useful, all of the cooldowns are way too long and the plants barely last. This rework aims to solve these inconsistencies while also making Chloromancer keep up with the META and solidifying it's role as a support and damage dealer.
Also please vastly increase the area in which the game checks the plant limit for Green Gatling and Leafy Lasher. The whole reason Chloromancer was broken with it's initial rework was due to players placing plants far enough from eachother to bypass this limit.

Note : All healing from Chloromancer is applied to both allies and allied minions

Basic Attack
- Projectile size increased by 50%
- Now also regenerates energy to allies by 5%
- Now also pierces through enemies

Mini Bloom
- Damage 3.75x -> 5x
- Healing effect to allies 12.5% -> 25%

Green Gatling
- Fully grown when placed with a healthbar that decays over 30s (healing the plant makes it live longer)
- Fires 1 shot every 0.4 seconds instead of 20 shots in short bursts
- Damage 1.2x -> 4x
- Cooldown 1.3s -> 0.5s
- Energy cost 50 -> 10
- Plant limit of 3

           -  Throw can now be charged for 1s to throw down all Green Gatling at once, spawning next to eachother in a small triangle

Class Gem : Plant Power
- Green Gatling shots now explode in a 2-block radius

Leafy Lasher
- Fully grown when placed with a healthbar that decays over 30s (healing the plant makes it live longer)
- Delay between each tick of damage 0.8s -> 0.4s
- Damage 1x -> 2x
- Cooldown 10s -> 0.5s
- Plant limit 2 -> 1
- Attack Radius 4.5 -> 6

Empowered Growth
- No longer gives access to empowered Green Gatling and Leafy Lasher
- Now has the previous Class Gem's effect, healing nearby allies for 10% of max hp every 1.5s
- Cooldown removed and is now a toggle ability that drains 15 energy every 1.5s
- Getting healed by Empowered Growth grants a buff that increases Movement Speed by 30% and Class Multiplier by 25% for 8s

Hidden Effects:

Phytobarrier
- Shield now grants damage immunity for 2s and heals all allies in a 6-block radius for 50% hp, including plants and minions
- 15s cooldown unchanged

Weird Growth
- Leafy Lasher now pulls in enemies within a 8-block radius

Gatling Gatling Gatling
- Renamed to "Poison Ivy"
- Leafy Lasher now applies a debuff that increases damage vulnerability by 15%

tl;dr

Plants stay active for a vastly increased duration which can be further increased by healing them.

Green Gatling delivers good and consistent damage when all 3 are deployed, which deals damage in a small area with the new Plant Power class gem.

Leafy Lasher serves as a crowd control tool that really shines in areas with high enemy density, even more so with the new Weird Growth ring effect.

Mini Blooms' main purpose is to heal Leafy Lasher and allied minions when enemies are all grouped up inside it's radius.

Empowered Growth provides consistent healing for easier plant uptime management while also being a good pairing with other minion classes like Dracolyte and Tomb Raiser.
It also grants a brief Movement Speed and Class Bonus buff to healed allies that is easy to reapply as the ability no longer has a cooldown and drains energy over time instead similar to Solarion's Prismatic Blast.

All ring effects have been changed to serve their own purpose and playstyle while also providing a bit of synergy with the rest of the abilties.

delicate oak
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I agree that Chloro could use more buffs but these might make it a bit too op!? Plus, the bigger issue is its dmg being mostly done over time. Imho, we need to make its dmg more instant (rather than purely over time). Maybe adding instant explosion dmg from the plants (upon touching the enemies) helps a bit more?catsittingverycomfortable

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(new plants' dmg flow: instant contact explosion dmg -> plants grow -> plants deal dmg as they do now)

rich harbor
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i made sure to make the damage values reasonable

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still several classes that would out-dps it

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like 6 boomeranger chickens would have more dps

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and pirate captain with all abilities out (including the 3rd turret buff) would deal about 25.4% more dps

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single-target dps in an ideal situation

delicate oak
rich harbor
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not a bad idea honestly

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a bit of up-front damage while setting up plants

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but due to all plant cooldowns being set to 0.5s, it would only take about 2 seconds to get everything set up

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though if they were to deal damage on impact, it would start cursed skull dungeons prematurely

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(leafy lasher cause 99% of the time, you'd want it in the center)

delicate oak
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essentially solo speed run vs group run but either way contact/impact dmg could be a great addition pepe_cowboy_fast

rich harbor
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bump

frozen temple
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I gave feedback via the form already but also have suggested to reduce ability setup time (plant growth time) and leafy lasher to pull in mobs, even if it was just the grouping that gets added I think would make Chloro much more fun to play in dungeons and delves

rich harbor
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that do be the main concerns

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cleaned up some wording inconsistencies and added a new name for the "Gatling Gatling Gatling" ring effect

rich harbor
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changed the name for "Gatling Gatling Gatling" again and made the effect come from Leafy Lasher instead of Green Gatling

rich harbor
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added some extra changes to the basic attack

delicate oak
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It takes me more than half an hour to solo a kraken portal (180-191). Chloro needs another big DMG buff for good solo play pepebusiness

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Hey @lament sedge lots of new thoughts in this thread (but it's not posted in the PTS feedback channel). I hope you guys take a look at this post and buff chloro a bit more owo7

frozen temple
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Even if not buffing damage please consider reducing the setup/grow time or have plants do damage sooner. When Chloromancer is played in a team it's quite noticeable that damage output takes longer to ramp up compared to other classes and quite often the enemies could have been defeated before Chloromancer can even make a wholesome contribution which I think is why the class can feel underwhelming.

delicate oak
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Bump pepe_cowboy_fast

lament sedge
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Hi folks! Thank you for sharing your ideas.
At the moment the Chloromancer rework isn't in the scope for this PTS round, but we will keep this all in mind for future rounds.