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How could lightning magnet be balanced?


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#1 Precrush

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Posted 07 January 2017 - 03:23 AM

Making this topic cause I'd like to hear people's thoughts on this skill and how could it be balanced.

 

Currently it has such a long and powerful effect that it's basically defining group pvp now. I think it's a problem that with enough ms you can just run out of it no harm while others will probably get obliterated, kind of an unfair inconstancy in my mind. It's impossible to know which magnet is friendly and which isn't before getting pulled in, which is a problem when the match has say 5 invokers. Because the pulling effect interrupts skills, it's very hard to do anything to fight back when you're getting pulled. The pull effect is up for 10 seconds, which is absolutely forever. The range is also pretty huge especially considering how little of your surroundings you generally see in DS.

 

So ye I think this skill would need more than just changes to the cooldowns to make it balanced. I'll share 2 ideas I had:

 

1. Change the skill to be a rooting effect. Basically the magnet would pull you in place and keep you there, but you could still fight back. This along with a massive duration cut (say to 3 seconds) would make the skill still pretty darn strong, but the effect would be much fairer. If it'd still be too strong could also nerf other aspects with this change.

 

2. Change the skill to pull 1, tops 2, random people at a time. This way it wouldn't paralyze the other team completely. Again nerfing cooldown and duration with this would be good.

 

What do you guys think? Is there a way to make this skill fun to use and play against?

 

 


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#2 Coolsam

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Posted 07 January 2017 - 12:04 PM

The movement speed requirement for escape seems inconsistent also. I see people at 450 break it fine but for myself at the same numbers I see a large series of pull-backs. I understand there's some timing with your run but when you're in Quagmire, got barbarianed, the Invoker is charging a Heaven's Wrath, or some other class laid down some dangerous follow-up crowd control like Blizzard or Telsa you kind of have to escape immediately. Also it seems a number of ways to just walk out of it regardless of movement speed exist like certain chain combo usage exist but again seem inconsistent with how often it actually works. Additionally it's last pull occurs a solid second before the animation of magnet itself ends.

 

I also see that it has some randomness to it's pull. I sometimes walk around it in Water BSQ arena fine at 440 movement speed and other times I'll get pulled. If this is due to poor working around the pull-times I'd say that you try looking for it's near invisible animation of the magnet pulls  with 2 Sorcerer's a handful of summoners and a Sentinel running around.

 

I say the skill needs a redesign. I also say a number of animations need looking into for group pvp purposes but that's another topic. With so many people (Even Summoners) playing the 440-450+ Movement Speed builds (Their's 480-495 movement speed Invokers for God's sake) some would argue that magnet is irrelevant but I see near-perfect chain magnets in team PvP that is inescapable with follow-ups like Summoners/Sorcerors.

 

Right now balancing is a baby-steps kind of thing as developers are looking into other problems however.


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#3 HakannBlast

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Posted 07 January 2017 - 02:53 PM

they dont care about balance otherwise they  would never release the zodiac gold weapon for shaman....


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#4 Coolsam

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Posted 07 January 2017 - 05:37 PM

they dont care about balance otherwise they would never release the zodiac gold weapon for shaman....


What?

First off, it's Magic Attack bonus is not worth the enchant costs. Most Summoner run solars and high matk sockets anyways.

Second, Hookah gunstaff more worth it.

Third, this is a topic about how to rebalance magnet for Invokers.

Fourth, they do take balance into account. Why do you think changes were finalized AFTER players discussed the proposed changes?
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#5 Agitodesu

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Posted 07 January 2017 - 06:32 PM

I love the feeling of a team wombo based on a support skill with the entire team utilizing it. This can be seen in many games.

 

Anyways, if I had a choice to balance magnet it would be to lower the duration from 10 seconds to maybe 5 seconds- 7 seconds tops.

 

If this were to apply in both pve and pvp it wouldn't hurt either as much. The initial pull from the magnet is the most important part in pve, however in pvp players do lag in the magnet which would make it hard to catch someone within the first 1 or 2 pulls.

 

So basically having magnets lasting 7 seconds isn't a big change, if it helps it helps if it doesn't you can shorten it by 1 or 2 more seconds or something. Staying in a magnet for 10 seconds is a little bit overkill if you do not have skills to let you out or enough movement speed especially when teams have more than 2 invokers.

 

Magnet is the counterpart of the lonewolf runners. Although if the invokers are running around and using their own magnets to stall and heal themselves that's a lil overkill.


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#6 Coolsam

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Posted 07 January 2017 - 08:10 PM

A duration nerf is probably the best achieveable rebalance.
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#7 Precrush

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Posted 07 January 2017 - 11:13 PM

But as you say the first pull is what makes the difference, reducing duration to say 7 seconds wouldn't do much. Half the people would still just run out of it while the other half dies. That's probably my main problem with the skill, I think a pull effect like that should keep everyone pulled no matter their ms or skill set. I'd really like it rebalanced around that to a point where it'd still keep its combo potential with the rest of your team.

 

Ye and the animation is huge on this skill like many others.

 

The cooldown's pretty darn short compared to the duration time as well right now, 16 seconds.


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