06-17-2022, 06:35 AM
Currently I think that Explosion is an incredibly overtuned skill that needs some addressing somehow in some way, shape or fashion. I can't really think of a scenario where Explosion would be a bad skill to ever use, with its low cooldown, high damage, and EXTREMELY high coverage, as well more effects on the skill than most skills even dare to have.
This spell is a base mage spell, with a targetable tile (therefore ignores geist) in 3 range that can be expanded to be tied with LB for the most AoE coverage, being as large as 6 range at max range, but you get some added wiggle room with positioning on top of that.
Furthermore this spell also can burn things (Reducing their DEF by anywhere from 6-28 in 99% of cases) and knocks back all enemies by 3 tiles from the center of the explosion, and is un-evadable damage. All topped off with a mere 2 round cooldown.
Lets compare this with a class that does effectively the same thing, Lantern Bearer:
Now if you're faster than most of your opponents are, this ends up being somewhat manageable as now you have the option of avoiding the damage, this gives a degree of agency among your opponents to act, but if the explosion user is slower (Which most are) than most other party members, than at best only one person can avoid the explosion itself.
Another thing going for Explosion is the synergy with Gemstone Staves, particularly those with deploy Talis, as for now an additional 1m you can place a 6 Range AoE spell on any tile within 8 range, this allows you to snipe things across the map with strong un-evadable damage and in an AoE too. This spell is virtually un-kiteable.
This spell is just absurdly overpowered, and it really needs some adjustments to it, I actually have no idea how you're supposed to deal with how much pressure the presence of this spell has, with such a low cooldown too.
People are inevitably going to come in and explain the downsides of explosion such as:
In order for explosion to be as powerful as it is, it needs to be made much more fair to play against, or it needs some of those effects removed and otherwise adjusted.
So now I'll make some suggestions.
This spell is a base mage spell, with a targetable tile (therefore ignores geist) in 3 range that can be expanded to be tied with LB for the most AoE coverage, being as large as 6 range at max range, but you get some added wiggle room with positioning on top of that.
Furthermore this spell also can burn things (Reducing their DEF by anywhere from 6-28 in 99% of cases) and knocks back all enemies by 3 tiles from the center of the explosion, and is un-evadable damage. All topped off with a mere 2 round cooldown.
Lets compare this with a class that does effectively the same thing, Lantern Bearer:
Quote:Lantern Bearer can have a 6 Range circular AoE that stems from themselves, which is a lot more balanced when you consider that LB is forced to put themselves in danger and is extremely position dependent to get off a lot of their damage, as unlike with Explosion's radius, LB's Radius has falloff damage as well, losing upwards to 40% damage at the very tip of the lantern flames. (Salamander for example doesn't ignore evasion, and only has a lvl 10 burn)
Now if you're faster than most of your opponents are, this ends up being somewhat manageable as now you have the option of avoiding the damage, this gives a degree of agency among your opponents to act, but if the explosion user is slower (Which most are) than most other party members, than at best only one person can avoid the explosion itself.
Another thing going for Explosion is the synergy with Gemstone Staves, particularly those with deploy Talis, as for now an additional 1m you can place a 6 Range AoE spell on any tile within 8 range, this allows you to snipe things across the map with strong un-evadable damage and in an AoE too. This spell is virtually un-kiteable.
This spell is just absurdly overpowered, and it really needs some adjustments to it, I actually have no idea how you're supposed to deal with how much pressure the presence of this spell has, with such a low cooldown too.
People are inevitably going to come in and explain the downsides of explosion such as:
Quote:
- It does no damage vs fire resistances
As can anything else in the game that innately does fire damage, and 'less we forget there is an item belt-able weapon with massive downsides that enables you to ignore fire resistances anyway.
- There's a massive FP cost to the spell
This is a decent argument to be had, it has up to a 54 FP Cost at maximum size, but this value can be nearly halved by Evoker's Arcane Tattoo (Which it usually is) and after that, most mages have more than enough FP to sustain this, even if they're not using Arcane Tattoo thanks to the plethora of FP sustaining items that synergize with their builds.
In order for explosion to be as powerful as it is, it needs to be made much more fair to play against, or it needs some of those effects removed and otherwise adjusted.
So now I'll make some suggestions.
Quote:My first one and most suggested one is to make it so Explosion doesn't trigger until the User's next turn, instead of on the next round, this would justify a lot of its strength as some of the counter play can be attributed to 'just move out of it lawl.'
Quote:My second suggestion that would be accompanying any other changes would be to only make it evasion ignoring in a relatively low range, point blank preferably (within 1 range diamond of the explosion tile), this would make it so that the AoE coverage isn't as vastly overpowered as dodgy characters could maybe get to play the game, it would also make sanctuary able to combat it more effectively too.
Quote:My last suggestion, if nothing else from the above, making it a 5 round cooldown instead at least cuts down on the sheer pressure from the ability, as now fire mages will be forced into making a good decision with it, instead of throwing it down every 2 rounds for extremely high AoE damage.