Stone
🟩 Stone E is cancellable, hitbox of armor is reduced (still slightly bigger than normal).
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Mystic
🟩 Mystic base punch damage deals 15 and weakens the enemy by 15% for 3 seconds (not stackable).
🟩 Mystic E windup cut to half.
🟨 Mystic Q can now be cancelled and will work similarly to DoS 200 (every punch will grant you 0.5+ speed and jump power for 15 seconds, resets afterward.)
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Cards
🟩 Cards E is cancellable and has a 50% lower cooldown when you cancel.
🟨 Cards Q no longer deals hitstun.
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Quantum
🟥 M1 damage is reduced to 15.
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Bone Mastery
🟥 Bone mastery Q is way smaller vertically, so you can jump over it (windup is heavily reduced)
🟥 Bone mastery E deals less damage the longer you hit it from (will also deal less kb, and eventually no ragdoll)
🟥 Bone Mastery R now deals a max of 60 damage, you have no hyper armor during it, and does 5 damage per tick for 12 seconds.
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Pulse
🟩 Pulse E damage 32 —> 35.
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Vampire
🟩 Vampire E damage nerf reverted. (8 -> 10)
🟩 Vampire knifes now have collision (similar to the archer arrows)
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Barrier
🟥 Barrier passive now only decreases projectile damage, kb by 50% and take no ragdoll, CD increased to 10.
🟥 Barrier E (inside walls) propel you even further when hit against them (to prevent wall combos more)
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Custom
🟥 Critical hit modifier removed.
🟥 15 second spawn cooldown.
🟥 Prismatic bomb and buzz saw are nerfed 30 —> 25 damage.
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Alchemist
🟥 Every time you use a potion its potency decreases by 25%
(first potion = 100%, second = 75 %, third = 50 %, etc)
🟥 Strength potions are nerfed by 20% (damage and KB)
🟥 Siphoning potions deal 25% less damage (the new mechanic above also implys on this)
#Ability Wars Balance Changes Ultimate
1 messages · Page 1 of 1 (latest)
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Void
🟥 E windup time is increased by 25%
🟥 Q size hitbox is decreased by 20%
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Hero of Justice
🟥 Saber speed —> 20.
🟨 Saber parrying is now every 4th hit.
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Mage
🟥 Uncharged blazes deal 15 damage now.
🟩 Charged blazes deal 35 damage now.
🟩 Uncharged blizzards deal 10 damage each now.
🟩 Charged blizzards deal 17.5 damage each now.
🟨 Blizzards hitstun is removed.
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Soap & Burger
🟥 Soap homing is nerfed EXTREMELY.
🟥 Soap now deals 20 instead of 25.
🟨 Burger now doesn’t deal knockback, only hitstun and damage.
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Pirate
🟥 Instant cannon removal. (Jumping then spam pressing your E to land instantly)
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Portal Mastery
🟩 Portal Mastery can be placed directly below players.
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Magnet Mastery
🟩 E and Q range is now bigger (and circular shaped rather than oval shaped)
🟥 The rock attack is nerfed | 25 damage —> 20.
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Buff
🟨 Buff Q now gains iframes during the roll, but you cannot punch during it. (You’ll be able to punch at the end of the roll)
🟥 Buff Q CD 7 -> 10.
🟥 Active hitbox from E is removed.
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Dice
🟥 You can only stack 2 positive effects with dices Q at a time.
🟥 Dices Q ‘fire’ effect returns, berserker effect is removed.
🟥 Dices E Explosion now deals 35 damage with the same current KB.
🟥 Dices E ‘ absorber’ now only flings you half the distance.
🟥 Dice’s E has the same range as void’s Q.
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taking criticism and possibly more balances
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@neat jetty Cosmic Told Me To Ping You For These Very Awesome Balances
There's way too many nerfs here & a lot of them are super overkill.
Well, pirate losing instant cannon makes it lose probably its most viable attack.
you can just aim
it’s pretty deserved
custom doesnt need a critical hit modifier
when the attacks already do insane damage
with a decently low cd
which
A hitbox decrease on Q, Iframe removal AND cancelling their attacks
Im beating a berserker with boomerang lol
I think berserker is strong but that's evil
Also stardust Q losing kb makes it, kinda lackluster chip damage instead of amazing zoning.
Also no, legit that berserker is dying to my boomerang tho.
isnt that the point
Use E, i just slap with a boomerang
you just sit in a place for a minute and come out as a discount dos
Alch stacking is strong but takes a lot of prep time. Its one of those things that people silently agree is needed in the game to keep hivemind and DoS in check.
should I decrease the effect from 50%
Alch stacking is just one of those things that.
Dos is quite literally a boss
You’re not MEANT to be able to beat it alone
You’re supposed to try and take it down with everyone else in the server
Nothing justifies potion stacking
If I can beat a DoS alone I can and would prefer that. I don't wanna team up with 12 other idiots with >100k punches to take out a DoS.
That are more likely to grief than help me
It takes one army and one railgun
I don't see it
forgot to put them
ðŸ˜
lemme put them
dice is at the bottom
also I’ll make the alch thing 25%
so it won’t be as destroying
to the stacking
Ok that's a W dice deserves to be gutted.
I changed the things you mentioned besides this
it just seems too annoying
fair
I just don’t want the MAGNET ability to be dependent on rocks
and more dependent on the… magnet
Rock volley
Also
oh yeah I forgot to link some posts
Hell no
I mean
Evil shift
if it’s hit with anything that ragdoll it’ll cancel
(while winded up, before shooting)
Still means you can keep one wound up and just
Get to punching range and
Free damage
shift is just underwhelming and couldnt think of any other buff
do u suggest any other change
yeah this one’s weird
it’s supposed to encourage aggression
so u can’t use ur time ability with just running
what is it
Basically:
also i realised how obnoxious the shift one can be
I’ll just remove that or come up with something else
since it’s basically pre rework shift
Timestop now
🟥 Cannot amplify kb
🟥 Has a smaller range
🟥 Has a shorter duration.
However
🟩 The cooldown is significantly reduced
🟩 The windup is also reduced.
So, you make time much quicker to get up and use but it no longer is a guaranteed death if you get inside of it.
Instead its a punishment tool for like 50 or so damage
It'd have like half the cooldown if not less
You still get to deal like 40-50 damage if it connects
how big is the ‘smaller range’
Probably like, half the size with half the windup.
Id wanna keep it equally as hard to get out of
fair
So a shorter windup makes up for the shorter range
Also in this change Q can be cancelled and it damages nearby players caught in it
probably around 7 - 10 seconds
Since rn its 6
oh
I noticed I made way more nerfs than buffs
Yeah there are
it’s hard not to nerf when there are alot of broken abilities that need nerfs
go on
Okso
Its E ability now spawns a smaller bubble that only you can go in and out of, it lasts for 18 seconds. & The Q ability now spawns one of those crushing walls but it moves in a singular direction and can be redirected at people.
And deals 25 damage but instead of ragdolling
It hitstuns
I think that'd be pretty cool
does the crushing wall go in front of you like old barrier
also is the E just pre rework barrier ðŸ˜
or can u trap people inside
oh shit.
Oh also I don't think void needs any changes
I think void is fine, idk why its nerfed on here
let me delete this real quick..
Common mistake
undodgeable at point blank

At point blank:
Nope links too
the hitbox on that is pretty bad, and combo needs you to be very close
wait
Evil
Apoio a da Magnet, realmente E e Q estão pequenos e nem funcionam corretamente.
- 25% range (E and Q)