Critical Evasion!

"VAs are too strong!" "Evokers are too weak!" "Nerf Kinu!"
A place for all your ideas and woes regarding game balance.
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Spoops
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Re: Critical Evasion!

Post by Spoops » Tue Jul 10, 2018 5:20 pm

Noxid wrote:I'd agree with lowering conduiz effectiveness. Doesn't seem right to me that a spellblade type character should be better at casting spells than a dedicated mage.
Qinglongram is way better than what any conduiz weapon can live up to save for maybe an abuse case like kingslayer.

Reducing conduiz effectiveness can be a good start for chipping away at physical dealers having ways to inflict massive magic damage as well, but the real problem lies in the fan-tomes, damage mods and lightning critical mod here.

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Lolzytripd
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Re: Critical Evasion!

Post by Lolzytripd » Wed Jul 11, 2018 3:10 am

-off topic, if we're talking about reducing conduiz I figure making it a flat .75 modifier to damage.

Also if we ever give the other metals elemental casting, .75 would fit (almost no one uses metals anymore since remains are much more minmaxed)

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