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May 27th, 2018
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  1. EARTH
  2.  
  3. Mudslide(s)
  4. - Both mudslides apply 2 or 3 level of slows. It's very difficult to move and it no longer increases gcd. (dont give it back the gcd increase...)
  5. This being said, tell nadrew that slows do stack.
  6.  
  7. Earth Wall
  8. - Increase the cd or decrease the damage. 8.5 with a 10 range and 20cd is a lot, its very strong.
  9.  
  10. Earth Trap
  11. - Remove the stun, replace with a slow.
  12.  
  13. Earthquake
  14. - Increase damage to 4.5 or so. It's pretty weak atm and seems like it needs a buff.
  15.  
  16. Earthbomb
  17. - Decrease range to 8 like all other homings.
  18.  
  19.  
  20.  
  21.  
  22. MAGMA
  23.  
  24. Magma Wave
  25. - Remove v2 and give v1 the full width. Increase wave damage to 10, decrease tile damage to 4.
  26.  
  27. Lava Pool and Volcanic shell
  28. - Merge into 1 spell.
  29.  
  30. New spell idea
  31.  
  32. Lava Cracks/traps. Make a better name.
  33. - Creates 3x3 or 4x4 tiles that inflict 3 spell damage. Lasts a long duration and numerous can be applied. Low to medium cd.
  34.  
  35.  
  36.  
  37.  
  38. ILLUSION
  39.  
  40. Nightmare
  41. - Make it teleport rather than follow like normal summons. Make it not have a range limit like normal summons.
  42.  
  43.  
  44. Blind
  45. - Buff it, it doesn't do anything. I guess it helps you kite, but it has a cd of 27 and gcd, meaning you can only cast spells for 3 seconds of them being blind. (it lasts 5 seconds)
  46. Either decrease the cd, increase the range, give it damage, increase duration, or some combination of what's listed.
  47.  
  48.  
  49.  
  50.  
  51. ICE
  52.  
  53. Blizzard
  54. - Increase damage to 1.2 - 1.5, and remove the self root due to animation locking, it's awful and lasts for like 2 - 3 seconds.
  55.  
  56.  
  57.  
  58.  
  59. WIND
  60.  
  61. Tornado
  62. -Give it a 3x3 square around the center, reduce the damage to 1.2 - 1.5.
  63.  
  64.  
  65.  
  66.  
  67. SHADOW FLAME
  68.  
  69. Pyroclasm
  70. - Remove the stun, increase damage to 5.5 and slight duration increase.
  71.  
  72.  
  73.  
  74.  
  75. MOURNGALE
  76.  
  77. Howl of Banshee
  78. - Either give it a homing, make extreme stun, or applies a confusion and stun once a person takes damage. Decrease cd to 35.
  79.  
  80.  
  81.  
  82.  
  83. UMBRETARN
  84.  
  85. Ring of Malice
  86. - Increase damage.
  87.  
  88. Ocean's Fury
  89. - Remove the element def increases and decreases. (not the -dr, leave that)
  90.  
  91.  
  92.  
  93.  
  94. HELLSTORM
  95.  
  96. Hellstorm Bolt
  97. -Decrease damage to 2.5 - 3.5, decrease cd to 27. Increase range to 7 or 8.
  98.  
  99. Hellstorm charge
  100. - Increase damage to 14.5
  101.  
  102.  
  103.  
  104.  
  105. COSMIC
  106.  
  107. Meteor Dash
  108. - Revert to old pathing, increase the dash speed.
  109.  
  110. Meteor Shower
  111. - Doesn't do much damage. Does no tile damage. It's so telegraphed that you can time perfect blocks. All the aoe does is slow.
  112. Increase the damage to 15, give it tile damage.
  113.  
  114.  
  115.  
  116.  
  117. KITSUNE
  118.  
  119. Fox Fire Blast
  120. - Decrease the cd to 40 seconds. Give it a 3x3 square around the center, have the damage apply have its own cd so the damage won't hit multiple times due to the circumference increase.
  121.  
  122.  
  123.  
  124.  
  125. ACCURSED
  126.  
  127. Adversity
  128. - Give it a cap of 30 or 35 dark pow. Increase the duration. Atm it can reach 60 or so dark pow at 15 - 20% HP and that's not healthy at all. At extreme lows, 5 - 10% which was around 70% dark pow (mind this wasn't with the aura which gives 15% dark pow) Sacrifice was doing 15k damage with 200 md.
  129.  
  130.  
  131.  
  132.  
  133.  
  134. Insectomancy still gives 10% DR.
  135.  
  136.  
  137.  
  138. Advent has old erf damage.... Nerf the erf damage....
  139.  
  140.  
  141.  
  142. Revert the changes to wave. Every wave that does tile damage now you have to add the tile damage + the wave damage, for example -
  143. GfW
  144.  
  145. The wave head does 16 damage. The tile damage does 3. When the head of the wave hits it also instantly proc's 1 aoe damage.
  146. This means that gfw now does 19 spell damage, and so too for any other waves with tile damage.
  147.  
  148.  
  149.  
  150. No more stun combos unless it's with whips.
  151.  
  152.  
  153.  
  154. And maybe, just maybe finally free beams. Reduce beam damage but give them freedom to move. Finally let them not stay there to die. Give them freedom from the beam.
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