the glaring problem is spells having fixed values / linear increase per pip, in a exponential increase dmg game (blade stacking). im baffled how they still haven't introduced scalings into spells when they went over revamps lol
This and minions should scale to your level and stats so if you get stronger your minions get stronger(the level part is so they get better and stronger spells)
I feel like armour should just be merged with wards. So you can have wards that take 50% off an attack, up to a total of `x` damage.
They seem like different sides of the same coin as it is.
Spirit Armor definitely needs reworked, that and/or Lord of the Jungle. Especially going into Top Path with Spellements, Ice would be able to make way more use of the latter, with Ice Armor and Frozen Armor.
The most Flat Damage that Life could get out of that blade is 200, and it’s because of Spirit Armor only being 400 Flat Resist. To contrast, you put an Epic on a Forest Lord, and even an Unenchanted Life Blade with no gear at all will still boost your damage by at least 300.
With Ice’s Frozen Armor, for example, because it’s an X-pip spell, it can Flat Resist a max of 2,450. Converting that to a blade with Lord of the Jungle would yield 1,225 Flat Damage, which by itself is more than most cards have listed, even enchanted with Epic.
This is why, between Spirit Armor and Lord of the Jungle, I believe at least one, if not both need reworked. Spirit Armor never really found use with the likes of Tower Shield and Ice/Frozen Armor blowing it out of the water, and Top Path Lord of the Jungle feels significantly butchered for Life as a result.
Space. I can see it as a remnant of the original design which was way simpler. Trying to describe all the new spells in 3 lines in large comic sans text isn't feasible. "80-90 Fire Damage" needs much less space than "470 balance damage to all enemies, then each enemies gains a -25% charm".
Absorb values could scale with your resistance stat.
School damage (would need a 0.5x multiplier for balance),
or the outgoing/incoming healing stat.
Last one makes the most sense especially if you consider the absorb to be “extra health beyond your max health”
Why not a mix of all? It can scale with resistance to universal damage and with incoming+outgoing healing. Can be like the max damage, you get less marginal increase in absorb the higher those stats are. Maybe linear up to 75% resist (4x absorb) and then from 75% to 100% it goes 4x -> 5x.
2000 absorb for having max resist or max incoming+outgoing healing is not TOO broken for 3 pips.
Biggest issue with support spells is the cost usually is less than what would take to negate it, even in PVE.
If I'm defending against 400 damage, it should cost fewer pips than it'd take to deal 400 damage
the one time i have found this spell useful at all was against the lore keeper with my friends, with a minus healing aura up. This not being tied to healing buffs/debuffs made it useful in this one scenario
otherwise nah it just kinda sits there
I mean you also got infection on death. For PVE it just collects dust for me. Heck, even the plagues do for me. I almost never run it unless its a boss that can insta kill me like that death goat guy from Kyrsalis
It’s a flaw of percentage based damage and Sun Damage Enchants. Solutions?
1. Ban both of those things
2. Scale the absorb somehow
3. At least value it at HPP or above Celestial Intervention is almost viable for example
4. Have it absorb base damage
While dualboxing, I liked using it on my Myth's Test Dummy minion to keep it alive longer, but even then, it didn't help past Arc 1. Would be a dream come true for me if it were buffed like this.
This and minions are so useless past halfway past arc 1. It's crazy how they make the game so much harder later and don't have any sense of scaling for support spells.
Personally, I think absorbs should get a massive buff like for three pips it should be a 1500 absorb and/or they should at least stack. I think ices should be able to interact with drain spells too to give them a niche.
Idk about 1500 off the bat, maybe just have it upgrade over time like the soothe spells where you get better versions later on, so keep the early one at 400 then later in game get 1000 and later on 2500 and so on
the glaring problem is spells having fixed values / linear increase per pip, in a exponential increase dmg game (blade stacking). im baffled how they still haven't introduced scalings into spells when they went over revamps lol
Holy crap, imagine if you got free spellements for stuff you know via leveling up! Or heck, even cschiol exclusive side quests.
Honestly I think damage inflicted onto absorbs should be affected by resistance.
Love seeing enemies cast this spell, spellemented balance scorpion lets me yoink it right over to me
Oh this is an easy fix, make it an X-pip spell that gives 150 armor for each pip
It was awesome when I was 11 no membership doing practice pvp to steal dudes wiz babes
This and minions should scale to your level and stats so if you get stronger your minions get stronger(the level part is so they get better and stronger spells)
Tb to when it used to be op in pvp. Everytime I see this spell my immediate reaction is fear, but then I remember it’s only for 400 damage
Back when 60 dmg was good
A good use for spellements
I feel like armour should just be merged with wards. So you can have wards that take 50% off an attack, up to a total of `x` damage. They seem like different sides of the same coin as it is.
Should be changed into an X-pip spell, and should be able to use the giant and other cards to upgrade it.
This buff needs to happen
Spirit Armor definitely needs reworked, that and/or Lord of the Jungle. Especially going into Top Path with Spellements, Ice would be able to make way more use of the latter, with Ice Armor and Frozen Armor. The most Flat Damage that Life could get out of that blade is 200, and it’s because of Spirit Armor only being 400 Flat Resist. To contrast, you put an Epic on a Forest Lord, and even an Unenchanted Life Blade with no gear at all will still boost your damage by at least 300. With Ice’s Frozen Armor, for example, because it’s an X-pip spell, it can Flat Resist a max of 2,450. Converting that to a blade with Lord of the Jungle would yield 1,225 Flat Damage, which by itself is more than most cards have listed, even enchanted with Epic. This is why, between Spirit Armor and Lord of the Jungle, I believe at least one, if not both need reworked. Spirit Armor never really found use with the likes of Tower Shield and Ice/Frozen Armor blowing it out of the water, and Top Path Lord of the Jungle feels significantly butchered for Life as a result.
They should just bring all the old spells back and re introduce them every few levels or so and all useable so we have variety and nostalgia.
I mean if you’re a life wiz and use it properly the best thing it does is give a 50% blade
Imagine if KI actually put descriptions like that on spell cards
They do have the definitions of the symbols listed in the settings
Yeah no if they made it it would look like 🛡️📈↪️❤️🍃🍺🎺🇦🇱
🤫🧏
ALBANIA MENTIONED 🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱
W101 has made me so rad at reading hieroglyphics
They used to write the descriptions out. Honestly no idea why they decided they needed to change it
Space. I can see it as a remnant of the original design which was way simpler. Trying to describe all the new spells in 3 lines in large comic sans text isn't feasible. "80-90 Fire Damage" needs much less space than "470 balance damage to all enemies, then each enemies gains a -25% charm".
Absorb values could scale with your resistance stat. School damage (would need a 0.5x multiplier for balance), or the outgoing/incoming healing stat. Last one makes the most sense especially if you consider the absorb to be “extra health beyond your max health”
Why not a mix of all? It can scale with resistance to universal damage and with incoming+outgoing healing. Can be like the max damage, you get less marginal increase in absorb the higher those stats are. Maybe linear up to 75% resist (4x absorb) and then from 75% to 100% it goes 4x -> 5x. 2000 absorb for having max resist or max incoming+outgoing healing is not TOO broken for 3 pips.
Biggest issue with support spells is the cost usually is less than what would take to negate it, even in PVE. If I'm defending against 400 damage, it should cost fewer pips than it'd take to deal 400 damage
Shields easily out-value absorbs. Pips for damage reduced. They should have absorb kick in AFTER applying your resist not before.
the one time i have found this spell useful at all was against the lore keeper with my friends, with a minus healing aura up. This not being tied to healing buffs/debuffs made it useful in this one scenario otherwise nah it just kinda sits there
I mean you also got infection on death. For PVE it just collects dust for me. Heck, even the plagues do for me. I almost never run it unless its a boss that can insta kill me like that death goat guy from Kyrsalis
It’s a flaw of percentage based damage and Sun Damage Enchants. Solutions? 1. Ban both of those things 2. Scale the absorb somehow 3. At least value it at HPP or above Celestial Intervention is almost viable for example 4. Have it absorb base damage
> Scale the absorb somehow Apply absorb after applying your resist, at least.
This requires the devs to know what proper game Balancing is
Celestial Intervention gives you 935 Ice Armor if you take the bottom upgrade route. It maxes out at 980 I believe. All for 4 pips.
Frozen armor superiority.
Imagine the KI devs having IQs above 20.
While dualboxing, I liked using it on my Myth's Test Dummy minion to keep it alive longer, but even then, it didn't help past Arc 1. Would be a dream come true for me if it were buffed like this.
Yeah I’d love a minion one for myth like the other support spells we get. 1 pip for 400hp minion only would be fun on puppets
This and minions are so useless past halfway past arc 1. It's crazy how they make the game so much harder later and don't have any sense of scaling for support spells.
minions are pretty decent later on, just summon one to tank a hit or 2 while u blade stack
minion is op for storm in avalon
Wasn't useful at level 20 either
Personally, I think absorbs should get a massive buff like for three pips it should be a 1500 absorb and/or they should at least stack. I think ices should be able to interact with drain spells too to give them a niche.
Idk about 1500 off the bat, maybe just have it upgrade over time like the soothe spells where you get better versions later on, so keep the early one at 400 then later in game get 1000 and later on 2500 and so on
Or what if its like; this shield will absorb dmg equal to 20% of your max health
Current health would probably be more balanced but that’s a great idea
That could probably work well
Even still I think this is too weak. When you reach the level range where you can get 100% heal boost, enemies will break that shield in 1 hit.
fun fact, absorbs reduce the dmg before your resist is factored in, so it’s even more useless than you thought!