Advertisement
Guest User

Untitled

a guest
Jan 27th, 2020
132
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.19 KB | None | 0 0
  1. Defiler Ideas
  2.  
  3. -Bloodrain
  4. Problem: Bloodrain applies a toxin affliction every 7s upon testing and deals minor damage. Defiler suffers from an inability to reliably stick afflictions due to the slow speed of ravage and the limited selection of torment/treant afflictions. Adjustments to Bloodrain could shore up this deficiency and add options.
  5.  
  6. Solution 1: Remove the damage from bloodrain and apply the affliction every bloodrain interval.
  7.  
  8. Solution 2: Remove the damage from bloodrain and apply a scaling bleed in lieu of damage.
  9.  
  10. Solution 3: Remove the damage and toxin aff, and apply haemophilia every bloodrain interval.
  11.  
  12. -Gutwyrm
  13. Problem: This iconic, amazing ability is unused because it requires both eq and bal. Defiler currently has a problem sticking any afflictions, and the reduction to Defiler damage means the class can't do anything well enough to succeed in 1v1. So we have an iconic, flavorful, intriguing ability that is useless and unused, so let's make it useful while addressing some Defiler balance concerns. <add average affliction addition>
  14.  
  15. Solution 1: Make Gutwyrm offbal and use eq. This would allow alternating toxin/gutwyrm and toxin/torment or toxin/treant afflictions to take advantage of gutwyrm's herb disruption. The random nature of gutwyrm would make it less reliable than other curative deniers, and the lack of entropy increase or damage would balance it out against other eq Defiler abilities.
  16.  
  17. Solution 2: Make Gutwyrm operate on its own balance, independent of bal or eq, similar to warchants. This is ultimately a more elegant solution, as the timing on the balance could be tweaked up or down as balance reports are provided. Begin with 8s timeframe.
  18.  
  19. Solution 3: Make Gutwyrm consume 50% entropy, and require 5 more doses of toadstool/ginger/galingale to cure (in addition to the random 1-3 requirement). This changes Gutwyrm into an entropy fueled healing/curing denial ability with a random duration. It will allow some of the more interesting Defiler afflictions to stick, offers an alternative to the standard Bellow for tankier opponents, and plays into the theme of victory by attrition.
  20.  
  21. -Bloodtears
  22. Problem: While this power oozes flavor, the inability of Defilers to meaningfully stack salve afflictions means this power will never actually stick. It's unfortunately considered useless and completely unused in any Defiler offense.
  23.  
  24. Solution 1: Make Bloodtears an herbal cure, preferably wormwood to keep with the theme of Defiler wormwood cures. This would allow alternating between Entropy and Bloodtears, the two iconic Defiler abilities.
  25.  
  26. Solution 2: Make Bloodtears a two tier salve aff, requiring two applications of mending to remedy.
  27.  
  28. Solution 3: Make Bloodtears not an aff at all, but a debuff with a specific duration.
  29.  
  30. -Germinate
  31. Problem: The Apple seed within Germinate provides a pointless and unused condition of stripping translucent shield. With Devastate, there's no reason to actually ever use Apple Germinate, so this power sits unused. Using tendoncut as a template, the ability to disable tree/shield/rebounding usage is a balanced but useful ability in dueling.
  32.  
  33. Solution 1: Make Apple Germinate strip both Rebounding and Shields, and prevent their reapplication for X seconds.
  34.  
  35. Solution 2: Make Apple Germinate disrupt Tree Tattoo usage for X seconds.
  36.  
  37. -Healthdrain
  38. Problem: Healthdrain is an EQ ability that requires balance. The health drain is small, and definitely not worth actually replacing both a Ravage and a Treant/Torment ability.
  39.  
  40. Solution 1: Make Healthdrain an EQ ability that functions off-bal.
  41.  
  42. Solution 2: Make Healthdrain scale based on the level of entropy the target has.
  43.  
  44. Solution 3: Combine Healthdrain and Manadrain into one ability called "Drain".
  45.  
  46. -Manadrain
  47. Problem: Manadrain is an EQ ability that requires balance. The mana drain is small, and not worth forgoing a real attack.
  48.  
  49. Solution 1: Make Manadrain an EQ ability that functions off-bal.
  50.  
  51. Solution 2: Make Manadrain scale based on the level of entropy the target has.
  52.  
  53. -Implantation
  54. Problem: With Bellow damage neutered, Defiler has no means to secure a kill in individual combat. Implantation has a long channel time, beginning at 19 seconds and decreasing to 4 seconds of channel sub 50 hp. Implantation needs some means to provide a reliable kill path for Defiler, in lieu of the massive Bellow reduction.
  55.  
  56. Solution 1: Modify implantation to inflict a large scaling amount of bleeding based on the target's health, and require implantation to consume 100% entropy. Over 75% health does nothing, 50-75% health inflicts 50 bleed, 25-50% health inflicts 75 bleed, and 1-25% health inflicts 100 bleed. Defiler has a number of bleed enabling powers that are never used due to an inability to actually create significant bleed damage, and this modification will allow a Defiler to pursue a secondary bleed route.
  57.  
  58. Solution 2: Implantation becomes a timed affliction. Length of time depends on the health of the target at casting. Puts a special seed in the target that does minor ticking damage, slows the targets movement to rubble/1 broken leg speed and the seeds magically consumes all shields and rebounding auras that come up for its length. Casting on a target with over 75% health does nothing. 50-75% it lasts for 5 seconds, under 50% it lasts for 15, under 25% it lasts for 60.
  59.  
  60. Solution 3: Decrease the channel time based on the target's entropy value. This should be short enough to provide real threat, but not instant. This forces the Defiler to either use entropy for Empower/Germinate/Bellow, or maintain a high level of entropy for the threat of a short-channel Implantation. Creative use of hindering toxins, prone, and entanglement could provide a sufficient length of time to pull off a short channel Implant.
  61.  
  62. -Intoxicate
  63. Problem: Intoxicate is terrible. It does no damage, Defiler has no ability to stick afflictions, and Defiler is incapable of stacking large amounts of bleeding. Dryblood, however, is a very interesting ability that shouldn't be glossed over.
  64.  
  65. Solution 1: Add damage equal to Treant Shred.
  66.  
  67. Solution 2: Make dryblood a hidden affliction.
  68.  
  69. Solution 3: Add X amount of bleed to Intoxication.
  70.  
  71. -Evolve
  72. Problem: Evolve is a low-value skill and unused due to the lackluster impact seeds have on real combat. The seed mechanic is a fantastic, flavorful theme that is just not useful currently.
  73.  
  74. Solution 1: Allow Evolve to embed up to five seeds at a time, at a 10% entropy cost per seed, and a scaling damage increase per seed. Entropy will still need to be generated prior to this attack, thus preventing massive spam or abuse. Germinate/empower are minor abilities that, if sped up, should not unduly overpower the Defiler's offense but instead add some options.
  75.  
  76. Solution 2: Add a stacking regeneration malus for seeds embedded through Evolve. At 15% reduction per seed, 5 evolved seeds (at 75% regen reduction) now become a very real attrition threat in prolonged duels, which is thematically appropriate for Defiler.
  77.  
  78. Solution 3: Greatly increase the damage. If supporting multiple seeds or adding an attached effect is too tricky to implement, simply boosting the damage above the existing abilities at least provides a reasonable use for this ability, both short and long term.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement