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Hexer Rework Ideas
#1
Currently I don't think Hexer fulfills many of the class fantasies that it sets out to achieve anymore, it's kind of gotten outdated by time since it's barely changed aside from getting nerfed over time, it faces the same problem that DH did in which it's become somewhat of a shell of it's former self with a lot of old class designs that just scream "This button hard counters you" in many situations.

I think that Hexer should be about debilitating and absolutely ruining singular opponents over time, forming it's gameplan around withering someone down and standing on top of them, currently Hexer kind of just hits you with Poison, Silence and/or Burn and then uses it's 10% extra HP and inflated DEF/RES to try and kite the opponent out and win through that.

As you might expect, this doesn't work quite as well anymore, I won't get into the specifics of why but generally it boils down to the stat walling nerfs in GR2 and just  damage creep in general has really seeped it's way into making them able to be rushed down like 50-60% of the time.

Here are some ideas that I concocted up about Hexer and how I feel it could represent it's class fantasy juuuust a bit more, I urge you to at least look at Spirit Pain if nothing else as I think there is at least a great idea there to implement.


Quote:Goals:
-Double down on Hexer's ability to cripple individual opponents over time, increasing the impact of curses and hexes and relating Hexer's class mechanics to those.
-Create a more unique identity for curses
-Integrate base Mage's kit into the class.


Quote:Black Bubble:
-Changed from 3 range circle to 2 range circle
-Dark/Water ATK scaling changed from 20/25/30/35/40 to 40/45/50/55/60%
-Kraken Effect: Water damage/scaling are changed to Ice damage/scaling, lays down ice tiles underneath the dark water.

Underworld Flame
-Nerhaven Effect: If burn infliction is successful, additionally apply a status which reduces the opponent's bonus Resistance to 0.

Wretched Oil
-Galren Effect: Cover targets in oil for 3 rounds, reducing their MOV by 2, and decreasing fire/earth resistance by 10%.

Black Static
-Redgull Effect: AoE size can be extended with + or - keys, up to +2 additional range.

Fleeting Spectres
-Talvyd Effect: Spectres are now ethereal and pierce through enemies instead of stopping.

Eternal Darkness
-Changed effect to: Inflicts Blind for 2 rounds, or extends blind duration by 1 round.


Quote:Spirit Pain:
-Completely reworked.
-Now summons up to 1/1/2/2/3 spirits of Black and White varieties onto the field in random locations. Spirits take 1 round to start moving.
-Black Spirits move slowly towards the closest non-immune enemies (like butterflies) and possess them before disappearing, causing their next action which costs 3m or more to be completely negated, afterwards an enemy cannot be possessed again for 3 rounds.
-White Spirits will float towards the closest ally, and heal them for 40/60/80/100/120 HP.


Quote:Curse Mechanic Change:
-Enemies can now only be affected by 1 curse at a time.

Noshka's Famine:
-Changed to gradually reduce the SWA of the target by 4/6/8 for every round passed for the duration of the curse.

Crippling Muysig:
-Changed to gradually reduce the hit/evade of the target by 3/4/5 for every round passed for the duration of the curse.

Frailty of Credwa
-Changed to gradually increase the damage the target takes by 4/6/8% for every round passed for the duration of the curse.
-Rank based duration increases removed.

Fellel's Fumble
-Main Class Restriction removed.
-Cooldown increased to 4 rounds.
-Now works on all attacks except those that ignore evasion. Hit Counter mechanic unchanged (more/less powerful with single/multi hits)

Plisfa's Masochism
-Cooldown increased to 4 rounds.
-Now works on all attacks except those that ignore evasion. Hit Counter mechanic unchanged (more/less powerful with single/multi hits)


Quote:Hellflame Uorate
-Removed nullification of bonus RES
-Target afflicted by hex now suffers Hellfire damage instead when damaged by Fire damage.

Imagin's Despair
-Removed damage taken increase
-Target afflicted by Hex is increasingly tormented by visions, doubling the effectiveness of fear, at the start of each round they may be inflicted with Knocked Down.

Llunel's Decay
-All healing the target receives is reversed, being dealt as unprotectable physical pierce damage.


Quote:Evil Force
-Main class restriction removed

Bloody Karma
-Because curse effects only target once per enemy now, this has been tweaked slightly.
-The Hexer now gains 10/15/20/25/30 Critical/Critical Evade versus Cursed Targets

Essence Taking
-Changed to 1 rank (Engi and RM have this)

Dark Invasion:
-Changed to 1 rank
-Still Main Class Only
-Curses placed by a hexer with this skill do not affect themselves or allies, but still may power up over time or be transfered.

Thanks for reading if you got all the way through this.
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#2
Holy moly I want EVERY... Change here, right now... All of this is actually super cool! I'm playing Hexer right now and yeah you're right, I really am only using it as an aoe poison and silence machine I noticed... It's fun to be able to aoe so well but... At that point I shoooould just go use Lantern Bearer, beyond the fact i'm destiny right now. Regardless, all of these changes look so beautiful. I want it all!
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#3
Llunel's Decay should be Acid damage instead, to fit more the "decay" part.
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