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Ghosted
#15
Lewdcifer post_id=37577 time=1567528684 user_id=834 Wrote:Blood Spike: Damage reduction, reduce maximum possible range.
Blood Spike has become one of Ghost's main skills, due to its great damage and its range being able to cover a large portion of the map under the correct conditions. As such, and since Duelists usually have high Scaled Weapon Attack due to two-hand bonuses, reducing its damage from 100% Elemental ATK to 70% Elemental ATK would make it on par with other similar skills. As for its range, imposing a proper limitation would amend various issues with the skill; a maximum range of 7 is the proposal.

This has senna approval--Drop it to range 6 and THEN you have the 100% approval.

Lewdcifer post_id=37577 time=1567528684 user_id=834 Wrote:Scarlet Twister: Damage reduction, reduce its maximum possible area.
Scarlet Twister is one of Ghost's main skills as well, albeit less common. Some of its most notable features are its great damage, the area it can cover, and its strong pull. Reducing its damage from 115% Elemental ATK to a value no greater than 90%, and making the maximum area it can cover be 6 tiles would greatly help with the issues this skill has.

This seems a bit more balanced, yeah. It's only really strong because it can lolgroup people with the pull for a cheap Bloodspike while doing like 200-400 to everyone it hits in total for that round. If the pulling force and the range can be reduce so it isn't the size of a max setting sun, that would be great.

Snake post_id=37574 time=1567525744 user_id=310 Wrote:- 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.)

YES, PLEASE, LOL. It's so annoying when they can lolheal, buff and so on to the wraithguard, making it much harder to kill. And if you ignore it, that's like a free 30% reduction onto of the damage they're already reducing, that's no fun man.

Snake post_id=37574 time=1567525744 user_id=310 Wrote:- 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.)

Yeah, limit it to low HP only, make the victim unmarkable for like three-four rounds and everyone who they took CC for two rounds so they dontlollastchance after using it because the risk factor when you want to use it is almost none existing lol.

Lewdcifer post_id=37577 time=1567528684 user_id=834 Wrote:Gravestone: Made destroyable by non-basic attacks.
One of the main issues with Gravestone is that anyone seeking to clear it has to move in and attack it, essentially dedicating one of their turns for this. A Duelist can gain a large advantage in the momentum race, and as such, it is sometimes impossible to make a Wraithguard vulnerable unless you have some form of push and/or pull. Making Gravestone be destroyable by any attack would amend this issue and by extension improve the chances of others against Ghost.

What I would suggest for Gravestone is let autohits, AOE and basic attacks be able to break it. Just stuff like tiles and whatnot gets negated by it. But if we're gonna do that, let's give it like, a hit count, whereas it needs to take 2-3 hits to break while giving the skill a good enough CD so they don't just lolrenew it. Pretty much balancing it out so it isn't completely useless.
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