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 Level 15 skill changes

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Glorn2
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PostSubject: Level 15 skill changes   Sat Sep 11, 2010 9:54 pm

figured, you guys might want a list of how the skills will be changed for the level 15 system. I came up with all these figures with no game or info nearby; so some of these ideas may be broad...

Offensive:

Corrupt Flesh:
Change scaling 1-3 is +1, 4-6 is +3, 7-9 is +8, 12-15 is +12; leaving the level 15 version of CF with -85 armor reduction. This is an overall nerf to the skill, but a buff at the same time.

Dragon Punch:
Scale Stun down, so final lvl is same duration, +200 dmg lvl 12+

BoF:
+160 dmg 12+

Nova:
+180 dmg, 12+ (plus added nova dmg)

Chain Light:
is now damage increased per bounce increases per level. So, 2%+1% per level, then +3% 12+. 24% increase per bounce at lvl 15. 12-15 dmg is same as 7+ though. (making this a later game skill, to be used with some sort of brain power)

PSN Nova:
12+ is a ~50% dmg increase per lvl from the 8+ value (cant recall values)

Shockwave:
Increased distance traveled with level, 12+ increases AoE

Vamp soul:
Continuing the same leveling pattern

Feedback:
Same

MOTW:
same

Pulv:
Increase AoE with lvl, +50% dmg per proc (from old values) 12+

Frost Fall:
Same dmg increase 12+, but -1 second CD for 12+

T-Clap:
12+ +15% slow (rest same increases)

Soul Burn:
Scale duration down, so max lvl is the same, but dmg redux and slow still increases

Chain Heal:
Increased healing per bounce (rather than neg) similar to chain light, but a solid 1%. Rest the same.

Barrage:
Increased AoE 12+, and 50% more dmg increase

Death Strike:
***Same*** (subject to change if it becomes OP)

Wolves:
Scale down rank 4, make rank 5 for 12+, gets spikes, good HP boost and spell dmg redux

Beetles: (what is that?!)
12+ gets high spell redux (60%), slow poison, and an armor reduction aura.

D-Pulse:
DPS increase will stay the same, but 12+ duration decreases 1 per lvl. (Max level lasts for only 1 second)

Storm Bolt:
Same stun duration increase, but CD increased a touch.

Life Drain:
Drain increased 50% for 12+ range increased

Fire Ward:
Same damage increases, but a large boost to HP and armor on the ward 12+

Fire Wall:
-2 CD per level 12+

Frenzy:
I wanna add a dmg boost or something at 12+; gotta look into it...

Monsoon:
+50% dmg, +50 AoE 12+

Flamestrike:
12+ +100 AoE per lvl, and 50% dmg increase

Tentacles:
New rank of tents, with ~350 range or so, chaos dmg!

===========================================================
Note: This is the order I can remember the skills in... Flamestrike and Tents are the most forgettable skills for me Sad All of these are subject to change of course, but these are the general ranges I am looking at to start.
===========================================================

Defensive:

Evasion:
3.5% per level, that is, 52% at level 15.

Holy Light:
Same

Stun Field:
Stun scaled down a bit, 15 better than current 12 though, +100 dmg per lvl 12+

Combat Master:
Same

Watery Defenders:
New Rank is healed by spell damage, and can move very fast.

Spikes:
Same increase pattern

Devotion:
Same as spikes

Frost Armor:
+12 per lvl 12+

Hardened Skin:
Scaling like feedback and other skills, will be a little over 200 at 15

Hex:
Same

Magic Defense:
Scales over 100% (you get healed from spells)

Slow Ward:
same slow with lvls, but huge boost to HP on ward, slight boost to AoE

Slow:
12+ is 25% slow per lvl

Cripple:
Same

Terrify:
Scale it back a touch, leaving max level ~75-80%

Static Shock:
Same

Bone Prison:
Boost to HP 12+, and +1 "bone" per lvl, 12+

Shadow Strike:
Same dmg/slow increase, CD down .5 per level 12+

Mana Steal:
+200 per lvl 12+

Unholy Aura:
Same Scaling

Rally Cry:
Same Increase

Befuddle:
Scaled down a tiny bit, larger final value though

vortex:
12+ restores 2%xLevel (over 12) of the casters mana

Wind Walk:
+200 dmg 12+

Invisibility:
Same (is this a defensive skill?)

Mana flare:
Same

Spirit Link:
Same

============================================================

MISC

Rejuv:
Same

Parasite:
Same as psn nova, +50% per lvl from 8+ values

Flash Heal:
+50% healing per lvl from 8+ 12+

Endurance:
+10% per level 12+

G-Ward:
range, dmg, HP of ward increases per lvl 12+

Battle Roar:
Continue scaling it up, similar to the current pattern

Farie Fire:
-7 Armr 12+

Bash:
Same, dragged out over 15 lvls

Banish:
Same

Psn Strike:
10% Slow per lvl 12+

Skellys:
12 is the same, 13 gives 20, 14 gives 10 stronger, 15 gives 20 stronger

Gobs:
Big HP boost, minor dmg boost 12+

Darkness:
+30 AoE lvl 12+

Restore Mana:
+300, -1 duration, for 12+

Acid Rain:
Same pattern increase, Cd-1 per lvl 12+

Scream:
Same

Mana Burn:
+250 for 12+

Unholy Frenzy:
+40% attack 12+, mana cost down for all lvls

AMS:
+500 per level 12+, -1 second CD

Blood Bath:
Same

Immolation:
+30 per level 12+

MEA:
Same

Bonus Stats:
+3 1-3, +5 4-6, +8 7-9, +12 10-12, +25 13-15

Sleep:
Same

Impale:
Same

Mana Regen Aura:
Continue Scale

Consume:
Continue scale, but -1 sec CD per lvl

ULTS have also been upgraded; but, kinda just following their pattern for level 5.

****************************************************************


Last edited by Glorn2 on Sun Sep 19, 2010 12:37 pm; edited 2 times in total
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Shankz
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PostSubject: Re: Level 15 skill changes   Sat Sep 11, 2010 9:59 pm

while ur at it, u should make a list of all skills Very Happy with their lil descriptions Razz
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PostSubject: Re: Level 15 skill changes   Sat Sep 11, 2010 10:02 pm

I know all the skills, and the general range of what they can do.

But, go for it, make a list.

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PostSubject: Re: Level 15 skill changes   Sat Sep 11, 2010 10:04 pm

nu nu nu U should make it xD i attempted the other night but it took me 30 mins just to get the 1st offensive tavern done =[
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PostSubject: Re: Level 15 skill changes   Sat Sep 11, 2010 11:13 pm

this looks pretty nasty, your complicating the game even more as i become more inactive... damn im gonna be peon level before i know it woot woot Very Happy
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PostSubject: Re: Level 15 skill changes   Sat Sep 11, 2010 11:56 pm

Yeahhh, it adds a new twist. However, it also forces players to become dedicated to skills at a lower level, assuming you want to get that level 15 skill before level 30; which is generally the most powerful path to take.

I *hope* this will be another way of diversifying the game. And relearning the game, after you know it, takes very little time... Undead took a good month+ off, and after a few days of practice, is better than most grunts already.

Kinda like skipping school for a week; it doesn't make you autistic, it just means you gotta play catch-up for a day or two before you understand what is going on.

Builds that worked in 1.6 still work. Builds that worked in unlimted beta still work. Item builds to...

Last time peonyou came back, in less than a month, he was almost as good as me at the game; second best, during a competitive time. He used all oldschool builds and item orders; but he used them perfectly (because he already knew them) and destroyed everyone.

Really, this is custom hero arena... does everyone really wanna use the same 3 builds for the next year?

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PostSubject: Re: Level 15 skill changes   Sun Sep 12, 2010 12:16 am

u cant add points to ultis? Sad
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PostSubject: Re: Level 15 skill changes   Sun Sep 12, 2010 10:57 am

peonyou? is that Kon too or actually a different person?
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PostSubject: Re: Level 15 skill changes   Sun Sep 12, 2010 11:27 am

peonyou is chao_peonyou was glorns somewhat equal for a while (from what i understand glorn had the slight edge) and is on my list of people i never beat
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PostSubject: Re: Level 15 skill changes   Sun Sep 12, 2010 11:39 am

^^ Indeed.
off topic, but:
Peonyou is the one who recruited me; though, sadly, never trained me. But, he was my mark to beat, as I learned on my own. He was better than me for quite a while. Before I started editing, I became able to beat him the majority of the time. He is actually one of the main reasons I started editing; hoping that the changes would bring about better players who could beat me...

In some of my earlier betas, he was better than me; then he left for like, 4 months.... came back, and as I said, worked up to being my equal in a very short time. Prolly the only guy I would ever admit as being my equal or better than me. He had pure game knowledge, and could use most anything to perfection. (within a few tests)

But uhh, anyway, I'm gonna be working on these skills for the morning... I got maybe 2 hours free today.

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PostSubject: Re: Level 15 skill changes   Mon Sep 13, 2010 6:17 pm

Maybe you should look into giving G-Ward an added ability. Part of the allure of it is its aura's/bonus abilities perhaps add Vamp aura or maybe give it feed back or something.

Spell shield kind of concerns me depending how high the heal is some magic abilities are not as easiy as simply not casting as they are passives or dot or something.

Invisibility is likely one of those skills that will never be used I mean seriously who uses it out side the odd person or 2? Maybe some sort of regeneration while under its effects kind of thing level +12 because increasing invis promotes funny ha ha hide bullshit but rage quit if they buy gem. Seriously it would be nice if this skill had more use then hide my channel casting ally or save an ally from the inpending nuke of doom which they will probably die from any how as 95% of the aoes hit invis.

Maybe look into increasing the crit amp on cm at level 12 depending how high the damage % is with its increased stats. Its at 1.5 so maybe 1.7 at level max level.

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PostSubject: Re: Level 15 skill changes   Mon Sep 13, 2010 6:57 pm

best way to make invis and ww way op give them awesome huge backstab damages that are pure!
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PostSubject: Re: Level 15 skill changes   Mon Sep 13, 2010 9:12 pm

WW backstab dmg is high; invis has no special damage. I guess adding a nice regen to invis would be cool; i will see what I can do through triggering.

Feedback on G-ward is a good idea, on lvl 15. I was planning on giving him +50 range per level, 12-15, along with big boosts to dmg and HP.

Spell Shield at max level will be about 110% reduction, that is, a 10% heal from spell damage, at level 15.

I will see what lvl 15 CM looks like, but I believe it should be very usable, due to the high evasion given by it; the crit will just be icing. but, if it appears lacking, i will boost the crit dmg at 15.

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PostSubject: Re: Level 15 skill changes   Mon Sep 13, 2010 9:22 pm

crit on CM is already freaking retarded... idon't really think it needs a buff, considering its a defensive skill, the power if anything should come from some kind of counter attack, or damage return, i was gonna put a suggestion to redo the skill but i forgot because i was so involved in coding something similar. how about change it from a crit and a dodge, to a dodge, and a counter attack, since you are a defensive combat master!
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 1:37 am

dear god... just got the offensives done... painfully boring!

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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 11:26 am

Perhaps but ask yourself this who do you think would win the toe to toe auto fight ultra late game the game with

Combat + Axe or Evasion + Sword

The smart money goes to the guy with evasion + sword.
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 1:49 pm

I did the math somewhere, and yeah, swords are better, very late game.

However, mid game, the guy with the axe and CM would have a higher chance of winning. If the guy with the axe and CM really excels mid game, then he will have a good gold advantage, and stat advantage; allowing him to make up the difference from evasion and sword crit.

CM crit is actually really bad... at max level, with lvl 15, it is still worse than talon grade weapons. It the the crit+evasion combo that makes it decent; really, it should be a misc skill... But the defensive house is the hardest to fill, so why question it?

Also, another update, I have done the triggering to allow for level 5 ults. If I feel really sexy tonight, I might re-work the ult system, allowing them to be leveled every 6 levels, 6-12-18-24-30-36. They would of course scale; and this would allow for 95% of players to have their ult for the first duel. So, the 4 people who are actually following this thread, your opinions are the ones that matter right now. Thought on leveling ults every 6 levels? (they will scale, so dont talk about "900 damage silent night is OP at lvl 6")

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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 8:06 pm

every 6 lvls would mean that you should have 6 lvls of ults! which i would think is awesome, but you should keep it at 5 if you want it to be 40, since 40/8 and everyone loves that.
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 8:23 pm

well, it would still scale damage wise. like, lvl 40 skills would be stronger than lvl 36; by a little bit. But games dont usually last until 40; is the downside.. it would make people wanna drag the game out until 40, for their final level ult...

^^Thats actually what gave me the idea for leveling them on 6's.

Still open for discussion, lets get a few more opinions, and arguments either way.

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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 8:26 pm

I got no objections just some of the farming ults can prove to be op in level 6 increments. Like old school shit 1-2 cast of an ult your like already level 10 or 12 and have a stronger ulty to farm even better and get another quick few levels.
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 8:42 pm

i agree with sharky, early game ults will rapidly become over powered, due to farming potential of just having your ult early, not because of dps.
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 9:08 pm

well think about it though, how often are farming ults usefull anymore? every 1/20 games? if ever? i think that if you can get them at level 6 it will prove to make them as useful as those pvp ults
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 9:26 pm

I personally liked having to actually work to get to level 8 before the first duel. Lvl 6 ults just seems kinda bleh to me... But I'll probably change my mind when I actually try it out.
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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 9:32 pm

that was my thinking... then people also wouldnt have to focus on the NEED to hit 8 for duels. If your opponent has an ult, and you dont; there is a good chance they will win.

However, it is also true, that a really heavily farming build, and bombs; can hit 6 fast enough to use their ult twice... i think... it would be hard, but if they could.. they could hit 12 for first duel. I mean, currently, I have done that before.. and can hit 10 pretty consistently... But, 12 is... 12; which would mean rank 2 ulti for the duel.

And demon, I havent added this yet; I am not gonna do the work unless a majority of the people like the idea. So far, it seems people are stacked against it. Prolly by morning, I will have a decision.

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PostSubject: Re: Level 15 skill changes   Tue Sep 14, 2010 10:30 pm

nahhhh. lvl 8 is fine. lvl 7 would be a good compromise, i think.

also on the topic of skill changes i think that meteor storm has to be buffed by owering its aoe and hightening the amount of meteors that fall, or the ddamage of each meteor, or the aie of each. something. in all older edits spanws were closer together, so the huge aoe of a well placed meteor storm would actually help. not any more....
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