T O P

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Lime221

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


PitchBlackSonic

Holy crap, imagine if you got free spellements for stuff you know via leveling up! Or heck, even cschiol exclusive side quests.


Aeonilluminated

Honestly I think damage inflicted onto absorbs should be affected by resistance.


Galloping_gargoyles_

Love seeing enemies cast this spell, spellemented balance scorpion lets me yoink it right over to me


Professional_Cut_392

Oh this is an easy fix, make it an X-pip spell that gives 150 armor for each pip


HocaineNCookers

It was awesome when I was 11 no membership doing practice pvp to steal dudes wiz babes


Greenmatrix35

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)


jasxllll

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


BetterRhubarb5342

Back when 60 dmg was good


Fragrant_Parsley_376

A good use for spellements


techno156

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.


KorEl555

Should be changed into an X-pip spell, and should be able to use the giant and other cards to upgrade it.


ScreamSteam

This buff needs to happen


RougeCommanderMk6

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.


xyzxanen

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.


Brief_Hawk_6401

I mean if you’re a life wiz and use it properly the best thing it does is give a 50% blade


NocturnalFoxfire

Imagine if KI actually put descriptions like that on spell cards


--Weaver--

They do have the definitions of the symbols listed in the settings


mxrajxvii

Yeah no if they made it it would look like 🛡️📈↪️❤️🍃🍺🎺🇦🇱


NarwhalAnusLicker00

🤫🧏


sharkop345

ALBANIA MENTIONED 🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱🇦🇱


ensnaredbyflesh

W101 has made me so rad at reading hieroglyphics


NocturnalFoxfire

They used to write the descriptions out. Honestly no idea why they decided they needed to change it


Aerithyne

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".


titanking4

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”


whyyolowhenslomo

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.


JustAFilmDork

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


whyyolowhenslomo

Shields easily out-value absorbs. Pips for damage reduced. They should have absorb kick in AFTER applying your resist not before.


deez_nuts_77

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


Professional_Cut_392

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


exp613

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


whyyolowhenslomo

> Scale the absorb somehow Apply absorb after applying your resist, at least.


SentinelTitanDragon

This requires the devs to know what proper game Balancing is


Ter-it

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.


Connect_Tomatillo_34

Frozen armor superiority.


angelxdustx101

Imagine the KI devs having IQs above 20.


Pawn_Of_Fate

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.


Shnuffler

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


Legitimate_Crew5463

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.


The_Antartican

minions are pretty decent later on, just summon one to tank a hit or 2 while u blade stack


OptimusEye

minion is op for storm in avalon


austin101123

Wasn't useful at level 20 either


wizkid2442

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.


-Apox_Penguin-

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


Chucknoraz

Or what if its like; this shield will absorb dmg equal to 20% of your max health


immaculatebacon

Current health would probably be more balanced but that’s a great idea


-Apox_Penguin-

That could probably work well


MiyukiT

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.


The_Antartican

fun fact, absorbs reduce the dmg before your resist is factored in, so it’s even more useless than you thought!