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Daemon buff suggestions 1

Sep 20th, 2018
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  2. TrentonToday at 4:27 PM
  3. - daemons have insanely low melee stats when they are used as a summon, because when their stats are put in the numbers are very low to begin with. a daemon like blaznight is supposed to be a melee-focused fire daemon, but since it is only registered with 2 melee per level, it effectively only gains .4 melee per level as a summon. A level 50 daemon will use 20 melee and a level 100 daemon will use 40 melee. As we know, this is absolutely useless. Even worse is that the pounce, heavy, and quick attacks are doing less than Strike does at that amount of melee which renders it at a low 0.
  4. - this can be said for any other stat. i don't think it would be outrageous to give melee-focussed daemons 10 per level in a stat because that would only be 200 melee at level 100, which, really, isn't a whole lot compared to what some people have. Or perhaps 6 or 8
  5. -- Daemon's Yggdrasil is perhaps the weakest spell that a Daemon can learn. Since a Daemon operates on 20% of it's normal MD, a Daemon with even 500 MD (5 per level at 100) will only have a 100 MD Yggdrasil. While this is, maybe, good, Yggdrasil heals at half for the caster since it heals half for party members. This results in a 108 heal if you can find a Daemon with 5 MD per level that learns Yggdrasil (The highest I know is 3 per level, Bablory)
  6. ConallToday at 4:31 PM
  7. -Daemon Ai controls are wonky. Some like Swuarmine, and Blazron are ok, charging at an opponent and dealing damage, sometimes getting stuck. But some Daemons get stuck going back and forth on two tiles instead of attacking, while others just sit in place.
  8. TrentonToday at 4:31 PM
  9. - The 2 minute cooldown on Daemon resummoning feels rather silly. While it is to prevent switching on the fly mid-battle, perhaps it would be best to just make it a 30 second cooldown. All other summons go on cooldown as soon as they are cast, and this only gets in the way of trying to train more than one Daemon at once
  10. - Daemons need some way to relearn old moves and replace newer ones that they learn, because there is a severe lack of clarity with most Daemon spells and it can throw countless hours of training/grinding for Daemon food materials away. Frospup has Fatal Strike on a 14 second(ish) cooldown while a Daemon like Arachator has on a 30 second cooldown. Daemons like Babline have Great Mudslide on a 28(?) second cooldown while Arachator, once again, has it on a 35 second cooldown. The disparity here makes it difficult, especially when you end up throwing away a low cooldown spell for something you thought would be good but can only be cast every 40 seconds or so.
  11. they seem like they're doing fine for me, actually ... i think that melee attacks are doing less because of defense though
  12. when your daemon is working with less than 50 melee and everyone has a minimum of 50 defense it doesnt give a lot of leeway for damage
  13. ConallToday at 4:44 PM
  14. -Hitbox for some Daemon spells need to be increased. Fire daemons will not use waves or thrower if the target is on a diagnol.
  15. ConallToday at 4:54 PM
  16. -All daemon damage is far too low, being it fire, water, earth, nature
  17. Which is why everyone goes for CC Daemon
  18. Because it's utility (Lief)
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