who uses dodge when everyone uses run
CORE Cursed Mage problems [vote up for curse suggestions]
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tabooshka wrote:
Grimhawke-EB wrote:
@Retroman no love for cursed staves in today's updated NDA Balance notes?
Great curse seems to be getting play in 5v5 GvGs because it combos well with the new desecrate skill + chokes on the gvg maps - but 1H curse still has some glaring problems and all of the artifact curse staves are pretty useless for PvP as well.
so the only useless there is, is you
Agree, Demonic is okay in the current fallen staff meta - but certainly not top tier for rDPS slot in 5v5. I'd rather take an arcane+great frost for double backline comps. -
the curse artifact line is pretty dogshit if we want something to complain about
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Maybe they can make lifecurse different like red mages in dungeons.the e could be castable on enemy and it should damage him and people who are next to him.
For damnation,increase cast speed + damage. -
Nimue Patch #3 has an update for the damnation staff:
flyn wrote:
Cursed Staffs:
Cataclysm (Damnation Staff)
Resistance Reduction: 0.14 -> 0.17
Damage: 111.97 -> 120.00
Kay Patch #1 Cataclysm:
- Area Radius: 15m -> 13m
- Armor Debuff can't be stacked anymore. (the debuff won't increase if multiple staffs cast the ability on the same target)
- Damage: 191.95 -> 175.95
- Cast Range: 15m -> 10m
- Armor Reduction: 0.09 -> 0.14
- Debuff Duration: 6s -> 8s
- Damage: 175.96 -> 111.97
For more context look at weeping repeaters last buff:
Explosive Mine (Weeping Repeater)
- The mine is now inactive for the first 2 seconds
- Damage: 142.56 -> 270
- Cast Range: 13m -> 15
@Retroman - Area Radius: 15m -> 13m
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dont forget nowadays we have multiple fort sterling capes in a zvz cleansing damnation debuff as a sideffect! (aoe-bomb with more than 1 cc = gg damnation debuff)
edit: grimhawke-eb has good points.
i also see the cast time as a factor that severly limits damnation staffs uses (combined with low dmg which personally isnt needed if a good solution for curse theme aka debuff is found).
wind-up effect sounds very good.
suggestion:
5s windup during which enemies in the effect zone are debuffed (since its a "zone effect" its uncleansable but effect is lost if zone is left. could also be implemented as a debuff thats renewed every 0.5s while in the zone lasting for 1s)
when wind up is finished u get the final dmg tick
-> (dmg could scale with number of debuff renewals on enemy to punish staying in the zone, would also legitimize a dmg buff since ud have several seconds to move out of the zone and the dmg would still be lower if u entered the zone shortly before the last tick)The post was edited 1 time, last by Kayl ().
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not sure why they chose to nerf the damnation staff so hard is was literally unusable since the nerfs aside from PvE and even then its useless if enemy players show up...
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Kayl wrote:
dont forget nowadays we have multiple fort sterling capes in a zvz cleansing damnation debuff as a sideffect! (aoe-bomb with more than 1 cc = gg damnation debuff)
edit: grimhawke-eb has good points.
i also see the cast time as a factor that severly limits damnation staffs uses (combined with low dmg which personally isnt needed if a good solution for curse theme aka debuff is found).
wind-up effect sounds very good.
suggestion:
5s windup during which enemies in the effect zone are debuffed (since its a "zone effect" its uncleansable but effect is lost if zone is left. could also be implemented as a debuff thats renewed every 0.5s while in the zone lasting for 1s)
when wind up is finished u get the final dmg tick
-> (dmg could scale with number of debuff renewals on enemy to punish staying in the zone, would also legitimize a dmg buff since ud have several seconds to move out of the zone and the dmg would still be lower if u entered the zone shortly before the last tick)
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Removing the cast time would make it OP.
But they should shorten it by a second. -
Theat wrote:
Removing the cast time would make it OP.
But they should shorten it by a second.
RELICS are suppose to be powerful thats the point of the price tag, yes overpowered isnt the right way to go, but when normal weapons are completely outshining relics something is a little wrong. Like why is 1h arcane and great frost the most powerful weapons for ranged players right now in group pvp? because they are efficient for what they do and no weapons do it better without backlash or downsidesThe post was edited 1 time, last by Coonery ().
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Cursed Staffs:
- Cataclysm (Damnation Staff)
- Resistance Reduction: 0.14 -> 0.17
- Damage: 111.97 -> 120.00
- Cataclysm (Damnation Staff)
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Arqe wrote:
Cursed Staffs:
- Cataclysm (Damnation Staff)
- Resistance Reduction: 0.14 -> 0.17
- Damage: 111.97 -> 120.00
Cataclysm: a large-scale and violent event in the natural world.
Doesn't really fit the bill huh...
What about an initial explosion like it already has, but in a smaller AOE, with better damage, followed by an expanding AOE curse well that drops the resistances of all on the area. Starting at the size of the initial explosion moving out similar to how the Arcane Locus does.
I feel like the thing you have to remember is the scaling output of damage that cataclysm holds. I'm rather confident it is the largest AOE in the entire game, meaning it is capable of doing large amounts of damage if there are large amounts of players across that area. I think the problem is that in many situations that AOE size is wasted. Reducing AOE radius, and increasing damage, as well as separating the initial damage and following resistance drop in a way I mentioned above would be cool. Especially if they gave the curse effect on the ground visual effects to match. The Blazing has a tornado of fire, the Badon has a lighting storm, a well of expanding purple curse bile bubbling up and spreading across an area would be awesome, maybe with 100's of tiny arms reaching up to the enemies above. Man that'd be cool. - Cataclysm (Damnation Staff)
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Retroman wrote:
Cursed Staffs:
- Cursed Sickle (all Cursed Staffs)
- Is now a skillshot with a boomerang-like trajectory. (range 21m)
- Hitdelay: 0.5s -> 0.2s
- Standtime: 0.3s -> 0.4s
- Is now a skillshot with a boomerang-like trajectory. (range 21m)
- Cursed Sickle (all Cursed Staffs)
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Yeah !! Santa brings some newyear gifts for cursed?!!
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...but after INSANE buff to Swords, (insta-spam Q+E on clarent, look last playtests), these changes with Curse looks very, very pale...
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Grimhawke-EB wrote:
NDA patch notes just updated. Still nothing for any of the weak E spells but at least cursed sickle got a range buff. By boomerang does this mean it can hit the same target 2x in a single cast? If that's the case it's a powerful spell.
Yes, it can hit the same target multiple times.
Keep in mind these things are still in testing and might change quite a bit before they go live.
Cheers,
Retro -
Can you please increase the range and/or decrease the cast time on Damnation staff?
It's supposed to be a relic-artifact weapon, right, meaning most powerful? -
Alright cool I guess. The second old “q” actually never would see any play just because of how weird of a mechanic it was and how close you had to be. I’m looking forward to trying this out on the NDA server. I can’t really make any arguements without playing with it IG.I’m toxic
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Armor Piercer: Cursed 'W' ability (any cursed staff)
All enemies take 272 damage, 45 pierce resistance for 8 seconds.
Energy Cost--39
Cast Time--instant
Cooldown--15 seconds
Cataclysm: Damnation 'E' ability (Relic Weapon)
All enemies take 424 damage, 51 pierce resistance for 8 seconds.
Energy Cost--109
Cast Time--2.5 seconds
Cooldown--45 secondsThe post was edited 1 time, last by Theat ().
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