09-03-2019, 03:49 PM
Ghost and Tarnada are slowly making me give up on building on this game, given how optimal those two together are. But either way... The main issues I've seen with Ghost myself will be presented below, with a suggested solution for them.
- Wraithguard should be inflicted with a permanent duration Interference, when summoned on the field.
(It can be healed, thus, it can have an extended utility for an infinite amount of time. Even if you take your time to bap them, if they survive with 1 HP, your Ghost can try to chuck a potion on it, or graft it, or malmelo it, or whatever else. A permanent -30% damage to your enemy? That's /not/ fun to fight against.)
- Blood Spike and Scarlet Twister both have an insane range due to Rising Game. The range bonus should either be halved for both, or just removed completely.
(Ghosts right now fight on the middle of combat, and when they're low on HP. Instead of actually being like Ghosts and savoring the thrill of death for being in the middle of danger. They just are more optimal to run away and then become a Railgan of blood, sniping people from afar for 300~ damage every time, for nothing but a small HP% cost that they can remedy with Rebound/Heals/Potions and keep a steady damage while kiting cowardly.)
- Blood Spike and Scarlet Twister should both inflict or empower Cursed Wounds on the caster for 4 rounds, equal to half of the HP percentage used. (5% for Scarlet Twister, 4% for Blood Spike)
(Again, as said, when a Ghost is paired with ANY healing, it means they'll be able to completely ignore their drawbacks for using skills that should be chained in on key moments, rather than spammed until the enemy stops moving. This should probably help them slow down a little or atleast be a bit vulnerable for using them too much. And no buts anymore on Blood Spike. The HP cost should go up to 8%.)
- Ether Invitation should regain its old condition. "Only be usable when under 25% HP."
(Why was this ever removed... People now tend to build uber-tank ghosts with 1100 HP and just delete people with massive EI hits that inflict Cursed Wounds on top of that. I believe this skill being like this, is the main reason nobody wants to use Vampires or Spirits anymore, given Holy enchant will have a 200% chance to instantly destroy a target vulnerable to it, and leave them unable to even heal back.)
- Wraithguard should be inflicted with a permanent duration Interference, when summoned on the field.
(It can be healed, thus, it can have an extended utility for an infinite amount of time. Even if you take your time to bap them, if they survive with 1 HP, your Ghost can try to chuck a potion on it, or graft it, or malmelo it, or whatever else. A permanent -30% damage to your enemy? That's /not/ fun to fight against.)
- Blood Spike and Scarlet Twister both have an insane range due to Rising Game. The range bonus should either be halved for both, or just removed completely.
(Ghosts right now fight on the middle of combat, and when they're low on HP. Instead of actually being like Ghosts and savoring the thrill of death for being in the middle of danger. They just are more optimal to run away and then become a Railgan of blood, sniping people from afar for 300~ damage every time, for nothing but a small HP% cost that they can remedy with Rebound/Heals/Potions and keep a steady damage while kiting cowardly.)
- Blood Spike and Scarlet Twister should both inflict or empower Cursed Wounds on the caster for 4 rounds, equal to half of the HP percentage used. (5% for Scarlet Twister, 4% for Blood Spike)
(Again, as said, when a Ghost is paired with ANY healing, it means they'll be able to completely ignore their drawbacks for using skills that should be chained in on key moments, rather than spammed until the enemy stops moving. This should probably help them slow down a little or atleast be a bit vulnerable for using them too much. And no buts anymore on Blood Spike. The HP cost should go up to 8%.)
- Ether Invitation should regain its old condition. "Only be usable when under 25% HP."
(Why was this ever removed... People now tend to build uber-tank ghosts with 1100 HP and just delete people with massive EI hits that inflict Cursed Wounds on top of that. I believe this skill being like this, is the main reason nobody wants to use Vampires or Spirits anymore, given Holy enchant will have a 200% chance to instantly destroy a target vulnerable to it, and leave them unable to even heal back.)