GGG giving up on "heavy" spells?

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SL4Y3R wrote:
Not while CoC is in the game.


Than why was CoC buffed?
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Disrupted wrote:
hmm, what about diminishing returns in cast speed in a gem?

So that it would never pass certain tresholds


Then you have

1) cast on crit
2) cast on melee kill
3) cast when stun
4) cast when damage taken

To take into consideration. All of which utilize no cast speed whatsoever.

Channeling is the way to go in the current iteration of the game for "heavy" dedicated spells.
Or hard-limiting them like discharge is.

Discharge is quite elegant in a way because it requires some solid dedication currently to pull it of in a chain version.

Cold snap is another example of this. Very high base damage, with incredibly high utility numbers and this is only allowed because you can only chain it in a dedicated build for it.
(though it was also nerfed heavily by the ailment changes and prolif nerf)

I could see GGG inventing some new mechanics to allow it though. Something like "player takes 15%of hp as fire damage on cast" to prevent chaining of a heavy fire skill, but with dedication allow it etc.

Currently though, only channeling exist's to allow a heavy spell skill.

But let's hope GGG gets creative in the future and implements some with funky downsides to build around eh?

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Mikrotherion wrote:
No, exceptions are bad.

The entire skill tag system is about exceptions and permissions. One could say, the game is built off of them.

"
Disrupted wrote:
hmm, what about diminishing returns in cast speed in a gem?

So that it would never pass certain tresholds

I was recently discussing an idea with some guildies--essentially, a two-stage "soft" cool down, whereby a skill is placed on a timer but doesn't prevent the skill from being used. Instead, the skill has n / (n + time remaining) damage effectiveness, where n is the base cool down duration. The second stage does the opposite (n + (time remaining / 2) ) / n, or something, where the skill deals more damage the more time has expired after the base cooldown duration.

The idea was to be applied to an attack skill, where there can exist a great disparity between attack speeds of weapons. I suppose the first stage could function well enough as a trigger-inhibitor for a spell, though.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
^that's also a pretty good idea, though I wonder if it would result in the same feeling...

definitely kills CoC abuse at least. and it would be good for cases when you just need a tiny bit more damage to kill a mob. hmm, yeah I like it, hope GGG takes notes haha.
Oblivious
Flame Surge seems pretty "heavy" to me I can actually get more than 175K with atziri flask and keep in mind if you throw a fire trap down and they burn it does 50% "more" dam
Git R Dun!
Last edited by Aim_Deep#3474 on Jul 15, 2015, 9:52:23 PM
A stack of 5 Storm Calls may be?
Two-handed - Mop
Dual Wield - Slippers
One-handed & Shield (close combat) - Brush & Basin
One-handed & Shield (ranged) - Hair Dryer & Mirror
Main-hand & Off-hand (evil witch) - Sponge & Soap
"
SuperMotte wrote:
"
SL4Y3R wrote:
Not while CoC is in the game.


Than why was CoC buffed?


Because all the spells it used had its dmg lowered and cast speed increased. Lol

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