Mages: Ecumenical Changes

Jasa

Active member
Jan 24, 2022
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Spurt: No Changes

Purify: No Changes

Lesser Heal: No Changes

Greater Heal: Include a Health Reserve Heal to the spell (Scales on Psy) Increase Mana Reserve damage to compensate

Outburst: No Changes

Mindblast: No Changes

Lightning: No Changes

Thunder Lash: Add a 0.5s or 1s Stun to the spell.

Flamestrike: Add a DoT dealing an additional amount of damage over time. (Extend the burn animation to showcase fire dmg, Spurt should put out this dmg not Purify)

Fulmination: Add back a smoke cloud to make the spell more visible

Corrupt: Add back a smoke cloud to make the spell more visible

EarthQuake: One or more of these changes: Increase range by 500 / Increase Damage / Implement Knockdown or make the spell cause knockback in the interim / Decrease skill requirement to 55-62

Magic Reflect: Revert Changes to old Reflect.

New Spell: Ecumenical Barrier (Lvl 60-80) (Mana: 50-25) Spell Shield with the ability to heal through it. (Calamine + Water + Jadite)

New Spell: Psychical Reflect (Lvl 80-100) (50-25) Shield that reflects one psychical attack. (Reagent: Rock Oil + Water + Calamine + Black Opal or Equivalent)

New Spell: Mage Armor (Lvl 85-100) (100-50) Some spell to negate some damage either from draining mana or increasing armor values. (Reagent: No Idea)
 

Royboy13

Member
Jul 28, 2022
39
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Great changes. Psychical reflect would need a mechanic to prevent it being cast on heavy armor characters. They are already too tanky.
 
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Tashka

Well-known member
Dec 4, 2021
666
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Great suggestions. Also, it should be so that only one protective spell can be active at a time.

Great changes. Psychical reflect would need a mechanic to prevent it being cast on heavy armor characters. They are already too tanky.
I think it's ok 'cus it requires black opal so you won't seeing whole groups running with it all the time like it's happening now with spell reflect.
 
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Hodo

Well-known member
Mar 7, 2022
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I am more partial to the idea of no changes to the any of the spells.

Except one.

Any spell you have double the required casting skill level ability you can cast while moving.
 
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Reimar

New member
Jul 21, 2022
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I was expecting to hate all this off the bat, but I actually like the ideas for the combat spells rework to play with with fire and water effects more! Shield spells not so much. Mainly because in mass battles post TC/siege update- more frontliners would be soaked in 1 or potentially all of the "new shield spells" but if we add in Hodo's suggestion of 1 shield spell at a time it is concievable that most of these changes wouldnt break game too much. All in all good ideas, I like the creativity too!
 
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MolagAmur

Well-known member
Jul 15, 2020
796
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The 0.5 or 1s stun to thunderlash would just be more of an annoyance instead of adding any benefit to combat imo.

I agree with most the other stuff though. I told Henrik before "launch" that corrupt and fulm needed their MO1 effects back. He said "yeah we can look into that".
 

Presul

New member
Apr 26, 2022
16
8
3
Great changes. Psychical reflect would need a mechanic to prevent it being cast on heavy armor characters. They are already too tanky.

You could make it a combo. Reflects back a percentage of the damage and the person it is cast on takes the damage of whatever it didn't reflect. Scales based on armor weight. Zero armor reflects back the full amount, heavy armor maybe reflects 10% or something.
 

Calcal

Active member
Dec 11, 2021
160
118
43
Spurt: No Changes

Purify: No Changes

Lesser Heal: No Changes

Greater Heal: Include a Health Reserve Heal to the spell (Scales on Psy) Increase Mana Reserve damage to compensate

Outburst: No Changes

Mindblast: No Changes

Lightning: No Changes

Thunder Lash: Add a 0.5s or 1s Stun to the spell.

Flamestrike: Add a DoT dealing an additional amount of damage over time. (Extend the burn animation to showcase fire dmg, Spurt should put out this dmg not Purify)

Fulmination: Add back a smoke cloud to make the spell more visible

Corrupt: Add back a smoke cloud to make the spell more visible

EarthQuake: One or more of these changes: Increase range by 500 / Increase Damage / Implement Knockdown or make the spell cause knockback in the interim / Decrease skill requirement to 55-62

Magic Reflect: Revert Changes to old Reflect.

New Spell: Ecumenical Barrier (Lvl 60-80) (Mana: 50-25) Spell Shield with the ability to heal through it. (Calamine + Water + Jadite)

New Spell: Psychical Reflect (Lvl 80-100) (50-25) Shield that reflects one psychical attack. (Reagent: Rock Oil + Water + Calamine + Black Opal or Equivalent)

New Spell: Mage Armor (Lvl 85-100) (100-50) Some spell to negate some damage either from draining mana or increasing armor values. (Reagent: No Idea)
Great ideas! Someone poke SV to look into this.
 

Hodo

Well-known member
Mar 7, 2022
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The 0.5 or 1s stun to thunderlash would just be more of an annoyance instead of adding any benefit to combat imo.

I agree with most the other stuff though. I told Henrik before "launch" that corrupt and fulm needed their MO1 effects back. He said "yeah we can look into that".


They are waiting on the art team to do that. LOL
 
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Anabolic Man

Well-known member
Sep 7, 2020
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I strongly agree on the MR Change and i also like the other ideas.

Anyone else hate that change to magic reflect ?

 

wyqydsyq

Member
Dec 17, 2021
42
34
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Thunder Lash: Add a 0.5s or 1s Stun to the spell.

Henrik is hard-against any hard CC in the game so I don't see this ever happening. What about a short debuff that significantly reduces movement speed or increases stamina consumption to represent the character's muscles cramping up from the shock?
 
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Najwalaylah

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May 28, 2020
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Henrik is hard-against any hard CC in the game so I don't see this ever happening. What about a short debuff that significantly reduces movement speed or increases stamina consumption to represent the character's muscles cramping up from the shock?
I don't see that ever happening, either, as it is just the same in effect as a 'slow'' or 'ssnare' AKA crowd control.
 

wyqydsyq

Member
Dec 17, 2021
42
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I don't see that ever happening, either, as it is just the same in effect as a 'slow'' or 'ssnare' AKA crowd control.
There's already a stamina drain spell called Atrophy in Necromancy. They don't seem to have anything against "soft" CC like slow, blind etc. They just don't want any hard CC like stuns, snares and fears that takes away players control of their character.
 
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Hodo

Well-known member
Mar 7, 2022
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There's already a stamina drain spell called Atrophy in Necromancy. They don't seem to have anything against "soft" CC like slow, blind etc. They just don't want any hard CC like stuns, snares and fears that takes away players control of their character.

The thing with stamina drain, is it is so close range it doesnt matter 9 out of 10 times.
 

Jasa

Active member
Jan 24, 2022
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There's already a stamina drain spell called Atrophy in Necromancy. They don't seem to have anything against "soft" CC like slow, blind etc. They just don't want any hard CC like stuns, snares and fears that takes away players control of their character.
The main problem with Atrophy is that it is most effective for Veela to throw onto someone and pop clade to run away, for everyone else all you have done is traded a Deathhand for an ability that will not help you escape, and if the enemy is skilled enough than you will be dead before they run out of Stamina.

If Atrophy incurred a slow of some degree as well as stamina regen or had longer range than I would be inclined to agree. This is however not how the spell functions as it is a rather close-range spell, like most magic is. That and would you rather be able to run away or risk a reflect? A death hand has the chance of success or failure, and the outcome will likely be the same, atrophy is a gamble that if you lose, means there is no way you will parry/run from this footy. While Deathand means you die one swing sooner or that first swing interrupts you. I'd rather gamble on damage to force the footy to break off, than gamble on the footy being killed after I'm dead.

This is coming from the perspective of using atrophy to fight against Divers* as being in the middle of a team fight as a mage is a good way to get bonked, Death Knight Hybrids may find more use out of it, but from a mage perspective it is not a great option when you have other tools with more range.
 
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