06-18-2019, 11:54 PM
This is not to nerf cinder tiles as a whole, nor is it to make frequently using them completely obsolete, but after watching a couple spars with heavy cinder usage with lots of knockback/pull effects, I get the feeling that it might be giving too much damage for the cost it takes.
My idea should be able to be easily tweaked, but what if there was diminishing returns on the damage of cinders? now hear me out, I don't mean over the course of the entire battle, just a per round thing.
Example: You get slapped through like 5 Cinder tiles in a single attack, each burns you for 50 damage and you just took 250 damage on top of the slap that probably did about 100+ for probably not that much cost, but wait, they hit you with a pulling ability, and you slide through for another 250 damage, looks like this isn't going in your favor, huh? Should of built fire resistance I guess.
Well let's say hypothetically, after each instance of damage from a cinder (for that round), the damage is decreased by 10%, which stacks to a maximum of 50%, again, these numbers could be changed around in your own head to be more balanced. So in that same instance from before, the person slapped through 5 cinder tiles would instead take 50 + 45 + 40 + 35 + 30 damage, meaning the cinders only 200 damage, not too much of a nerf, you're still getting some hefty damage.
Now for the pull effect, it would consistently be 25 damage after hitting the damage reduction cap for that round, meaning getting pulled through them after a hard slap through the cinders only does 125 damage, which would discourage the person that is heavily using the cinder tiles to deal their damage for them. This way they wouldn't be oppressing little jimmy and his lack of spiked treads and lack of fire-walk. Saying it once more for good measure, the numbers I gave can be switched out for your own, they were purely ones I thought up off the top of my head, and in hindsight might be too much.
My idea should be able to be easily tweaked, but what if there was diminishing returns on the damage of cinders? now hear me out, I don't mean over the course of the entire battle, just a per round thing.
Example: You get slapped through like 5 Cinder tiles in a single attack, each burns you for 50 damage and you just took 250 damage on top of the slap that probably did about 100+ for probably not that much cost, but wait, they hit you with a pulling ability, and you slide through for another 250 damage, looks like this isn't going in your favor, huh? Should of built fire resistance I guess.
Well let's say hypothetically, after each instance of damage from a cinder (for that round), the damage is decreased by 10%, which stacks to a maximum of 50%, again, these numbers could be changed around in your own head to be more balanced. So in that same instance from before, the person slapped through 5 cinder tiles would instead take 50 + 45 + 40 + 35 + 30 damage, meaning the cinders only 200 damage, not too much of a nerf, you're still getting some hefty damage.
Now for the pull effect, it would consistently be 25 damage after hitting the damage reduction cap for that round, meaning getting pulled through them after a hard slap through the cinders only does 125 damage, which would discourage the person that is heavily using the cinder tiles to deal their damage for them. This way they wouldn't be oppressing little jimmy and his lack of spiked treads and lack of fire-walk. Saying it once more for good measure, the numbers I gave can be switched out for your own, they were purely ones I thought up off the top of my head, and in hindsight might be too much.