CORE Cursed Mage problems [vote up for curse suggestions]

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    • tabooshka schrieb:

      Grimhawke-EB schrieb:

      @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.
      one handed curse is probably one of the most used for solo pvpdemonic is pretty good these days as well
      so the only useless there is, is you
      Actually I've solo'd quite a bit with 1H curse - it's strong in true 1v1 situations but I find myself playing bloodletter more just because I can escape ganks with it, whereas with a 1H curse you're a sitting duck. Even still - the weapon is good in open world because the only counter people tend to run against it there is hunter hood, sometimes cleric cowl/soldier helm but if it wants to see any play in the 5v5 meta it needs to be uncleansable.

      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.
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    • Nimue Patch #3 has an update for the damnation staff:

      flyn schrieb:

      Cursed Staffs:


      Cataclysm (Damnation Staff)

      Resistance Reduction: 0.14 -> 0.17

      Damage: 111.97 -> 120.00
      For context, previous patches:

      Kay Patch #1 Cataclysm:
      • Area Radius: 15m -> 13m
      Kay Patch #3 Cataclysm

      • 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
      Kay Patch #4 Cataclysm:

      • Cast Range: 15m -> 10m
      • Armor Reduction: 0.09 -> 0.14
      • Debuff Duration: 6s -> 8s
      • Damage: 175.96 -> 111.97
      Even with a 8% damage buff, the staff is still weak, and the 2.5s cast time makes it clunky to use in PvP. If they're not going to return the damage values even close to what you can do with the original version of the staff or even something like the current weeping repeater - it's not going to see much use.

      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
      The damage is huge and even though it is delayed at least the actual spell is instant cast. I think damnation still needs another damage buff and remove the cast time but give the damage a wind up similiar to weeping would be a balanced change.

      @Retroman
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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)

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Kayl ()

    • Kayl schrieb:

      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)
      I really like this idea for a rework of the damnation staff. Make it an instant cast, persistent AOE that applies stacks of armor debuff over time, and after a few seconds does direct damage to anyone with stacks on them. This way it becomes a useful zoning tool, and doesn't need it's damage tuned up since the armor debuff will now apply prior to the damage landing.
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    • Theat schrieb:

      Removing the cast time would make it OP.

      But they should shorten it by a second.
      they could make it so its INSTANT CAST but the damage and debuffs dont drop until 3 seconds later, that way u can setup, reposition, or still stack on ur enemy. the way it is now its just too much counterplay thats its way too unreliable

      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 downsides

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Coonery ()

    • Arqe schrieb:

      Cursed Staffs:
      • Cataclysm (Damnation Staff)
      • Resistance Reduction: 0.14 -> 0.17
      • Damage: 111.97 -> 120.00
      Meh...


      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.
      Hop on in to my Discord and Twitch ^^
    • Retroman schrieb:

      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

      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.
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    • Grimhawke-EB schrieb:

      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
    • 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 seconds

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Theat ()