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Intensify Cold
#7
Five turns is definitely a no-no. Actually, I'm personally not sure if Intensify Cold itself needs a buff in duration or shift in the status effect numbers at all. At most, I -could- agree to making it four rounds, but no more or less, since you tend to lose about a turns worth, or half of one, for actually casting it. That said, I think some of the ice attacks from Mage and Evoker other than this invocation are worth taking a look at, if not for their base damage numbers but their general difficulty to target and lackluster effects.

Ice in general is supposed to have the effect of limiting movement, be it by causing a penalty for moving (frostbite), debuffing it (Celsius), or outright just shutting them down (frigid arrow), or the original effect, placing tiles to inhibit. There are, however, numerous ways to ignore these issues at present, be it using a Blink, a movement skill, or just being to teleport over stuff, and while this isn't necessarily a bad thing, it's my personal belief that ice mages should get a little extra oomph to slow down opponents to keep up with the times - so perhaps, Miu, Famiuga, Libegrande, - could cause Celsius along with their damage, or ice tiles could get looked at as a whole? I'm not saying to shut down the alternatives, but rather to make what already exists more viable to keep up and utilize something like intensify cold, if the opponent fleeing for the duration is the issue. If you want to shut down a blink, you should probably combo with something else, because I'm not trying to make ice an all-stop against all forms of movement.

tl;dr let's look at the other ice stuff, and keep Intensify Cold as it is for now.
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