1.00 Discussion Mega Thread: Thoughts and Suggestions
Lightning Nerf - By Super_Gui
I'm sure we all know it's by far the best D spell, instant travel time, long range, insane damage when upgraded. Talked to a few people and most agree that it should be nerfed.
I'd recommend nerfing its damage per upgrade to 0.7 and reduce its base range (something with no travel time shouldnt be long range too).
Also range mastery should have 60% effect on D spells, they all get too much from it, makes homing last for ridiculous period of time and give to much range to both boom and light.
Comments:
-Smed
I think the damage by upgrade should ne nerfed like he said, I also think that range mastery shouldnt boost lightning THAT much.
But, more than that, I think the priority should be making the other D spells more competitive, by adding combos for example.
- Insanity
Lightning functions best at long range, Boomerang at close range and Homing (supposedly anyway) at mid range. If its range is nerfed, it should still remain long enough that it can fit this function. Upgrades are definitely a problem, but I also feel like the base knockback of lightning should be reduced as well.
-Miike
Another way to go would be to slightly increase the cast time of Lightning, making it harder to use in general
Like I already said to super, although the game balance isnt buit around pings and delay, but I already shit in my pants trying to aim lightning with delay. Adding cast time would make that so much worse. And reducing the collision size would do the trick imo.
Homing Collision Size Buff - By Miike
Am I the only one that feels like the collision size on homing is slightly too small? The spell is easy to dodge at mid and even close range with a small movement to the side and impossible to hit at long range. Yes, part of the strategy of homing is using it to your advantage as it circles, but the collision size is so small and it is so easy to dodge that it is barely a threat, and its very easy to avoid without making your movement too predictable.
I feel like boomerang has the edge over homing in every way other than its combo ability with walking into it, which is not enough to justify picking the spell right now.
Comments:
Homing should also cost 7g to upgrade, just like the other D spells
-Smed
I totally agreeee with both Smed and Miike
-Insanity and Myll
Homing Vs Pillars -By Myll
I'd like Homing to not be completely useless when it hits a pillar. I'd like to see it give a small knockback and AoE dmg to surrounding warlocks when it hits a pillar.
Comments:
Agree. If your enemy is humping the pillar, it is impossible to get your homing to circle. This makes the spell basically useless if you miss, removing the USP of the spell vs the other D spells. Your suggestion isn't bad Myll, but I think maybe what we've been talking about for a homing toggle should simply be added to homing instead; homing should go through pillars. While Myll's suggestion would hurt the opponent when they dodged the initial path of the homing next to a pillar, it wouldn't stop manipulating the homing as it circles so that it hits a pillar rendering it useless.
In order to make it so you can't use it to hit people who are hiding BEHIND the pillar, maybe homing could lose speed while it goes through the pillar and then regain it as it leaves. The way I see it working if they are in FRONT of the pillar you cast it at is the homing losing speed in the pillar before circling back out of it towards the player that just dodged the homing without actually passing fully through the pillar.
-Miike
As long as the speed it loses going through pillars is substantially enough, I agree with Miike.
-Smed
Phantasm - New D Spell, Possible Homing Replacement -By Kolis
Phantasm
Calls a missile which moves in a semicircle and accelerates.
Damage: 7 + (AccelerationTime)
Range: 700
Cooldown: 15
Movement idea:
https://www.youtube.com/watch?v=RVSmjTw0Pcw
Due to movement speed restrictions in World Editor the projectile is slower than it should be and without acceleration, however the idea about the track is kept.
Travels changing the angle untill reaches the casting point, then travels in a straight line (keeping the angle it ended facing)
Big idea is to work similarly to Homing in terms of movement, however with the twist of bigger possibilities. Acceleration of this projectile makes it a little bit trickier to hit enemies at higher distances and the reward is additional damage.
Phantasm shouldn't be in the midair any longer than any casual Fireball (which is around 1-1.5 seconds) thus the additional damage is rather balanced. Obviously, upgrading Range Mastery can make this spell more interesting later on, promoting usage of this particular Mastery.
Since discussion about Homing has been brought up already many times, it can act as a replacement.