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I am mainly at this stage acknowledging your post but will move onto this once outlander rebalance is finished in the coming weeks
I recommend reading Gakm7's Guide and it's comments on vanilla Dps Shocking Orb Embermage (and associated Skills) which may help to balance this class:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=924384705&searchtext=gakm7
Strength, Focus and Dexterity used together on one Skill can lead to an incredible amount of damage unless we lower high numbers on certain spammable Skills or give reasonable cool downs.
I'm glad the Outlander got transformed into a wonderful class!
I hope the same happens here.
I like the ideas posted above.
So I'm going to focus on Skills that require more consideration:
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Instead of 100% Less Mana Cost, let this only be 50% Less Mana Cost.
Allow the Skill "Prismatic Rift" to give 17-45% Less Mana Cost giving Players the option to "complete" this boost.
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I'm thinking of making this even more visually fun by adding 2-30% Chances to Lightning, Meteor and Glacial on Strike with each effect restricted to their element.
Reduce damage if needed.
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Allow it to follow foes? What if it follows foes to the edge of the screen? (it can already "see" and kill foes before they even appear) It might be better to let it follow the Player defensively to give the foes a chance to spawn and the game does consider it to be a Summon.
If we allow multiple clones of this on the field then there's no reason to have Shocking Orb as a Skill.
Thunder Locus can be very powerful if empowered by high Focus as a Flat Damage Skill.
The vanilla Tier 3 enables it to release 4 bolts at once... this thing is already strong with just 1 bolt.
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Maybe we should let this do just the opposite of what vanilla does.
Instead of moving foes and dealing damage (My sad Melee face > --_-) let's change it to a 6-20% Chance to activate: Heal 17-45% Health over 4 seconds, Reduce Mana Cost by 17-45% for 4 seconds and up Cast Speed by 1-15% for 4 seconds if Player is hit by foe?
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Increase it's Cast Speed and allow it to be the Embermage's Melee Spam Skill of choice.
Don't worry about it's power since it's no where near the power or reach or area of the Engineer's Flame Hammer or the crazy % heals of the Berserker Skills.
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Make this one bomb with one pool of fire that damages foes and empowers the Embermage (maybe add % Fire Damage) while standing in it.
Let Fire Bomb be the atomic cool down big damage nuke "if" foes stand in it yet make it a small area and make it a choice: Does the Player stand in it to increase their Fire Damage or throw it into a group of foes to nuke them? There's the other option of using Magma Mace and luring foes into Melee Range to get both benefits. Players will crave this as a flexible Strategic Skill.
If this happens then switch this Skill's place and Unlock Level higher up the Inferno Tree.
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Let this be a thrown grenade that quickly explodes (vanilla is annoyingly slow to burst).
I actually like the idea of this being a spammable all around Knockback Damage option against the linear Damage and Knockback of Magma Spear. (consider the competing options in the Storm Tree).
That way it benefits Melee builds who need the all around Knockback to escape yet also have the sniper of Magma Spear to soften a line of foes before entering Melee combat.
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Make it bigger, make it Damaging, make it worthy of a Melee Mage, make foes pay for daring to attack at close range.
Make it costly at higher ranks. It teams well with Magma Mace and would be most welcome to a Melee Player.
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It really needs 1 bolt to always fire in a straight line to at least guarantee the foe in front gets hit no matter where the other bolts go.
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Let this only affect "Heavy Weapons" like Cannons, Shotgonnes, Bows, Crossbows, Polearms, Staves and other Great Melee weapons.
So I'm saying no Shields, Dual Wield or 1 Handers not even Wands.
In the Skills Expansion mod: Doudley and I allowed this to affect all weapons-
-the result was that fast one handers like Claws and Pistols stacked this to -200% Elemental Armor for several seconds totally out performing this Skill against slow weapons at which point even Poison Embers were no longer needed.
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Just make this "On Strike" instead of "On Kill" and then we can see how powerful it is and make adjustments because locking foes is useful especially for Melee Mages.
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@ Everyone: I hope this helps!
Change these plans as needed- it's just some ideas I have for the Embermage. ^_^
Always happy to help where I can!
I'm less familiar with the new classes so I need to see a Discussion where someone writes their Skill Descriptions and their Battle Numbers.
I would have done it except for my limited time... I've been wanting to respond to this Embermage Discussion for several days and finally got a chance to do it.
And im back too work for 5 nights so i can just give input as you guys bring it here.