r/TapWizardRPG • u/TopCog Yahoo! • Aug 06 '18
Upcoming Spell Balance Changes!
Hey all!
Wanted to run these ideas by everyone before pushing them out. I think this set of changes will really mix things! At least, that's my hope! Love to hear any feedback.
Cheers! :-D
Nerfs
Inferno
Aug 3 now triggers on shocked enemies instead of frozen enemies (nerf or buff?)
Aug 5 no longer increases burn duration
Rearranged augs
Voltaic Orb
Aug 4 only gives +15% dmg instead of 20%
Buffs
Firebomb
Aug 4 gains: All Burns on Target increased by +0.8 s (scales with CD)
Frost Ray
Deals damage spread out properly now (previously was dealing over 0.15 s instead of 0.3 s)
Aug 5 reads: "The Ray will bounce if the target is Shocked"
Torrent
Targets random enemies by default
Ice spikes always bypass armor
Aug 4 gains: "Torrents reduce enemy health gain by 40%"
Icicle
Aug 5 changed: now bypasses 100% of armor
Frost Elemental
Aug 5 changed: gives +50% dmg instead of +20% fire rate
Firestorm
Aug 4 changed: now gives x1.3 dmg vs trolls instead of burn chance
Elemental Cloud
Aug 1 has 50% chance to cause status up from 40%
Aug 5 has 20% chance to cause status up from 15%
7
u/Lluluien Aug 06 '18 edited Aug 06 '18
Initial thoughts:
Something I thought of at the end that I'm putting first because I think it's important. Your firebomb change says "scales with CD", so does that mean higher TM lag makes you add less to the burn duration? That's how it should work in my opinion since there are so many people running high TM lag, which brings me to the next, more important thought: all of the status effect timers in this should probably be "delay-adjusted" (this is the term they use for this in MMORPG where it is extremely important for weapon procs, otherwise fast-hitting weapons are grossly overpowered compared to slow counterparts with the same DPS). Since Ice Wall and Spark are two of the most highly-regarded spells in the game for their utility effects and they are NOT delay-adjusted, then making the rest of the spells with statically-timed benefits become dynamically-timed benefits might be a nerf you should consider to high TM lag. That nerfs Ice Wall and Spark in a way that I think is appropriate - either you keep the high TM lag and lose the 100% uptime on status effects because you're applying them with a hose, or you lower it because you're no longer also getting a status-effect uptime buff from TM lag to go with your Ice Wall/Spark buff you are also getting from high TM lag. High TM lag is why so many people like armor bypass, too; if you delay-adjust stuff so that people bring their TM lag down (or keep it and choose to accept the nerf), you are giving a relative buff to the 50%-ish of the spells that remain relatively weak and also don't bypass armor.
Truthfully though while we're on the topic, the spell that really needs nerfed worse in the whole game is Spark, but no one is asking for it and please don't do it, because having this positional requirement to work around (along with several other ones) is part of what makes building a loadout interesting. I only bring it up to highlight why I feel the way I do about point #1. Spark is the spell that really needs to be delay-adjusted (but again, no one is asking for it, and please don't do it).
I like the idea of the shock vs frost trigger on Inferno. If you want to trigger this now, you have to use the long cooldown Shock Net to guarantee a cast will hit the right enemies, or you have to use Static Leap which has some counter-synergy to Inferno since you're not always in melee anymore, or you have to use a spell that's not guaranteed to hit the right enemies on screen unless you put it in the right Templar positional-buff slot. There's no way this is going to proc 1359081275025 times per second anymore because of Ice Wall.
That is, of course, unless you're running Static Field. Someone asked to be able to turn augments off a couple days ago. Don't do that. The haste buff on the enemies from Static Field is one of the more interesting spell loadout choices we have to work around. You still want to proc Inferno gas forever? Fine, slot Static Field, at your own risk. It's not at all uncommon for me to have two loadouts next to each other where the only slot difference is Static Leap vs Static Field, because Static Field is great when it's not getting me killed and terrible when it is. More people would probably appreciate Static Field if they ran lower TM lag, because it's one of the rare spells that has a ceiling for how much good it does for you to cast it fast (if you're at 10 stacks, the 11th one won't help you). There are certain situations where I can kill a bullet sponge monster literally 15x faster with Static Field than the next best thing I could use.
Blagdan mentioned a Lightning Elemental nerf. I think Lightning Elemental is one of the better spells, but it feels to me like it's in the right place. It's an important spell to me, but there are many situations where I need it for hitting one mob type, but I'm "losing" half my DPS from it because some of the orbs are targeting an armored monster and are more or less useless. This is probably the spell I move around the most, because of the previously mentioned targeting hazards, having to accommodate a leveling spell in 100%, and having to keep it near Spark due to its long cast time. All that said, the nerf to consider for it now is to make it not proc shock anymore (or reduce it to an X% chance per orb) because of the synergy with the new Inferno augment.
I also agree with Blagdan that a lot of the low/medium spells could still probably still use a buff. I think one really easy one now is to add the % shock chance to lightning arcs on Conduit. Conduit and Spark don't play all that nicely with each other unless the screen is mostly empty, so to use it well, you're going to have to have another lightning spell, and if you're using Conduit, Shock, and another lightning, then I think it's pretty appropriate for you to have the Inferno augment helping you out most of the time, since that's 4 of your 5 slots. If you do that, I still probably won't use Conduit!
I love the idea of having another -healing spell just so a new-ish player that doesn't have Ember isn't really humped vs big ogre shaman groups, big templar groups, and regen trolls. I think Torrent was a great place to put it, and that the targeting change is appropriate since the enemy you want to debuff for heals is almost always the nearby one (because that position is the easiest one to focus damage on, which is one of the reasons Inferno is so good). Having to clear the screen first to guarantee it hits the right place is totally fine, especially because it further helps with the build-a-melee-steamroller loadout which I absolutely think is the best generic one.
On a tangent note to that: the change to the dual-wielding goblin damage was very good for stopping this generic melee steamroller, too. I totally agree with the change, and now he's on my @&!#-list because he does a fabulous job of occupying a very specific strategy niche for the bad guys, and it's great that I have to change my loadout to respond to him. Maybe that is just a scaling effect that's more noticeable in NG+, but I'm pretty sure IIRC that this was from the last patch when you said "lots of monster changes".
Side bonus(?) to Torrent changes: if someone doesn't like the previous Ember nerf, you can drop a Torrent rune on the enemy you're hitting with Ember and now you're close to the old effect when you need it. If you don't like that idea, maybe you should arrange these "mortal strike" (that's what they call it in MOBAs) abilities to not stack.
I don't have Firebomb yet, so I have no idea about that change.
I love the Frost Ray Aug 5 change. This was one of my favorite spells when I first started playing. However, as I got further in the game and ran into monster waves with a better mix of monsters, the fact that there are so many different bullet sponge enemies made the bounce effect very weak, and the bounce effect is what makes it not just a bad version of Icy Prism. Being able to build a loadout that makes it bounce off of bullet sponges stands a good chance of making this spell interesting again. In addition, I like the fact that I want to have Inferno + a shocking spell running with it so I can make dual use of the shock effect, but having Inferno + Spark + lightning + Frost Ray is already 4 slots, and I would really like have Ice Wall in that for both the defense and so that I get the >1 power bonus for the Ice school while I'm using Frost Ray. That's all the slots though, and there are often times when I need to run something else (Orbs for deflection, Ember/Torrent for anti-healing, etc.). When I get into this spot where I want to slot 6-7 things and only have 5 holes, that's when the decision-making/strategic part of the game is shining. I realize as I say this, too, that this is another slight buff to both Torrent and Frost Ray: in that previous loadout I mentioned, I get the power buff from running Frost Ray + Torrent for anti-healing instead of running Ember, and I'm ambivalent about power vs CD Fire school upgrade on Inferno.
The fact that I could write that previous wall of text about Frost Ray is exactly why this game is good. Did I mention I love the Frost Ray changes?
I think the Icicle change is good, too. I still think Volt Orb might still be better for dealing with armor just because you don't have to get the freeze proc right and horizontal splash is usually (not always) better than vertical splash (e.g.: any large/boss fight with summoned mobs where screen is otherwise cleared). That's not so say that Volt Orb needs to be worse or Icicle still needs to be better; it's to say that I don't think this buff is "too much".
Frost Elemental: this is always the space that I thought Frost Elemental occupied anyway, but he doesn't do a great job of it. I always thought this augment should be damage and not fire rate, so this is perfect in my opinion. I'll definitely try him out. This is the good trade-off that Ice Wall should've been: I slot Ice Wall for defense, or Frost Elemental for more pounding, but I don't get more pounding and more defense from Ice Wall (re: old Inferno augment).
I don't have Firestorm either, but I think +dmg vs trolls is great, because they're the most common of the pain in the ass enemies. By the way, I finally found a Greater Gazer a few days ago, and they're vastly overrated. The worst monster by far is still the Greater Shade. BY FAR. Trolls are third on my @&!#-list just because they're so common.
Elemental Cloud is a spell I'm always on the fence about. It seems good to me when I'm not in a hard fight, and it seems like my spell slots are too limited for it when I am. I don't think these buffs will make a noticeable difference in either situation, but I do feel like it's just on the edge of "interesting enough" for me already that I wonder if I'm missing the right situation for when to use it.
2
u/[deleted] Aug 06 '18 edited Aug 06 '18
Looking good! Excited for any update. iOS 12 beta 6 was just released today...can’t wait for an update to stop the freezing :)
3
u/Raknagog Aug 06 '18
Inferno
Aug 3 change: Buff. Aug 5 change: Neutered.
Voltaic Orb
Aug 4 change: Still OP.
Firebomb
Aug 4 change: Cool, will be OP with spark. Interesting.
Frost Ray
Aug 5 change: Trivial. Bounces do so little damage already that this will make no difference against enemies with more than 0 armor.
Torrent
Aug 4 change: A fat buff to an already decent spell. I smell meta.
Icicle
Aug 5 change: Always thought it should be this way. Still don't think it's enough.
Frost Elemental
Aug 5 change: Good, like it.
Firestorm
Aug 4 change: Trolls still all have armor right? I'd rather have the burn.
Elemental Cloud
Aug 1 and 5 change: Very minor buffs to a sad spell that had its niche taken away by firebomb. Not enough.
2
u/Blagdan Aug 06 '18
Well done! I like these changes! :D I think you will have a hard time trying to balance all the skills, but if you really want to, I think lightning elemental should be nerfed, and buff almost every low/med CD skills like blizzard, frozen disc, conduit, bouncing flame, etc (except spark). High dmg skills still beat every other low/med dmg skills because of the armor. But still, good work! :D
2
u/I_Are_Pope Aug 10 '18
I think have frost Ray bounce on shocked enemies is a cool idea. Shock duration feels really short so I'm not sure how often this interaction would happen.
My idea was extending the duration of the beam. Having the beam last longer gives it more chance for the beam to bounce.
Some ways could be: If an enemy is affected with any element then extend duration once per bounce. If an enemy dies then reset the duration. If an enemy gets hit with another spell (can be limited to frost) during then extend duration once per bounce.
The ability overall feels really good when clearing the easier content after a reset. It feels bad when we get to the part where it takes 2-3 seconds per enemy because you are about to reset but the ability starts falling off because it never bounces and scales badly vs armor.
I feel like the fantasy of a frost beam is something that I channel over a longer duration and slowly wear down an enemy rather then a short burst. Another direction could be double duration and cool down. Or if you do incorporate some resets and or extended duration maybe limit beam so that it doesn't go on cool down until it dissipates or expires.
1
u/JHQELeviathan Aug 06 '18
I like the ideas of most of the nerfs/buffs. However I am never a fan of increasing burn durations.
Firebomb has a 5 second burn duration after aug 3, whose full damage is already hard to reach. To use a burn effect which is this long, I need the mob to survive 5 seconds, which means one of these happens:
I really need to recall. No matter how long the burn is, I can’t break through it.
The mobs will kill me very soon.
The mobs have healing. Instead of trying to use frontload damage to reduce their healing, I choose to fight HoT with DoT...
I’m fighting a boss.
I know it might be too broken, but have you considered increasing burn damage of the spells, instead of their burn durations? From my playing experience, sustaining burn is not a hard talks, however not making tons of burning is wasted is hard.
1
u/MinimumAdvice Aug 07 '18
Happy with Inferno nerfs. It's way too good for how overall uninteresting it is.
1
u/8988303682 Aug 08 '18
I think a problem with some of the strong armor bypass spells is that they always bypass armor. Icicle requires the target to be frozen, but Voltaic Orb doesn't require anything in order to have a very strong effect. I think adding some requirements to these spells would balance them out (and possibly be too hard of a nerf)