Conversion Trap Change - Converted Mobs Remain Targetable and Become Dominated on Kill
Currently conversion trap is too slow to be useful and works against the standard feedback loop as mobs cannot be killed for rewards. The game speed is too high to support this skill's usage. Furthermore, the concept of a skill that flat out DESTROYS the difficulty curve will never ever be balanced. The change is to reword the skill to be something to actually build towards. The skill needs to have maximum fiddlyness to counter the broken mechanics behind it. This includes the trap problems, support tradeoffs, cooldowns, duration mechanics, minion mechanics, and snowballing. Conversion trap should need a build to work by itself but should at least be useful by itself to support a greater build.
Rework Conversion trap puts the status of 'converted' on a mob. When a converted dies, it will rise as a friendly minion, similar to dominating blow, without the converted status. Converted enemies become neutral targets, being able to take damage and status from every source ally/enemy, including map effects like burning/icy/shocked ground. Mob behavior is unchanged by the converted status. Converted mobs are not aggressive towards non-converted mobs and non-converted mobs are not aggressive towards converted mobs but if they attack the player in a pack they might start hitting each other a lot. With the melee attack rework this should make melee units hit each other sort of frequently. Conversion trap works on ALL ENEMIES INCLUDING BOSSES. All bosses could resist the domination portion of the skill or just some bosses for technical reasons. Conversion Trap Throw a trap, converting an enemy to deal and take damage to and from all sources. On death, converted enemies will revive as a friendly minion. Cooldown 12 seconds (2 uses) Base Duration is 8 seconds. 50% less duration against unique targets. Minions deal 10-29% increased damage. Converted deal increased damage to monsters based on minion damage. Converted take increased damage from unconverted monsters based on minion damage. Base duration of minion is 20 seconds. 90-128% increased minion duration. Long cooldown to limit usage, can be built around for maximum conversions. It could be built to just snipe the magic and rare monsters and make them last as long as possible. I dunno, even if the balance is terrible it would be an upgrade over the current conversion trap. Last bumped on Nov 27, 2016, 5:59:33 PM
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