Gwai's burninator and eden's guile
Posted: Tue Jun 05, 2012 8:25 am
Gwai's burninator and eden's guile are in need of rebalancing.
Gwai's:
A caster without any +fire damage% will hit for 500-600 with Gwai's at around level 30 (I've had it drop from Celia at around level 30). A fire mage will hit for...a lot. I can't quite remember the exact numbers but I've hit for over 1k on my mage. While it's probably too powerful on its own, the fact that you can fire it 3 or 4 times during a fight is probably game-breaking. My suggestion would be to either:
a) Move it to very late game where monster hps are much higher and it doesn't kill everything in 1-2 hits anymore
b) Keep the high damage but make it use 100/100 power, allowing it to be a good opening punch in a tough fight but not something you rely on more than your spells
c) Slash the damage to about a half or a third of what it is now. You would still use it when manaclashed/ everything else on cooldown/etc. since it doesn't put charms on cooldown and gets off cooldown reasonably quickly by itself.
Eden's guile:
Scales a bit too well with Cunning. At around level 30 with high cunning you can get near 100% global speed increase for 8 turns. This makes it an early artifact that's moderately useful at start but amazing later on if you plan on boosting cunning. And by amazing I mean that it's difficult to find something better for the rest of the game.
My suggestions would be to either:
a) Cap it at something reasonable
b) Make it give less +% per point of cun
c) Keep it as it is but move it for much later in the game and make it put other charms on cooldown
EDIT:
After thinking about it, the best option for Eden's Guile would probably be to make it give movement speed increase rather than global speed. It would fit with the 'running man, running man' theme of the boots.
Gwai's:
A caster without any +fire damage% will hit for 500-600 with Gwai's at around level 30 (I've had it drop from Celia at around level 30). A fire mage will hit for...a lot. I can't quite remember the exact numbers but I've hit for over 1k on my mage. While it's probably too powerful on its own, the fact that you can fire it 3 or 4 times during a fight is probably game-breaking. My suggestion would be to either:
a) Move it to very late game where monster hps are much higher and it doesn't kill everything in 1-2 hits anymore
b) Keep the high damage but make it use 100/100 power, allowing it to be a good opening punch in a tough fight but not something you rely on more than your spells
c) Slash the damage to about a half or a third of what it is now. You would still use it when manaclashed/ everything else on cooldown/etc. since it doesn't put charms on cooldown and gets off cooldown reasonably quickly by itself.
Eden's guile:
Scales a bit too well with Cunning. At around level 30 with high cunning you can get near 100% global speed increase for 8 turns. This makes it an early artifact that's moderately useful at start but amazing later on if you plan on boosting cunning. And by amazing I mean that it's difficult to find something better for the rest of the game.
My suggestions would be to either:
a) Cap it at something reasonable
b) Make it give less +% per point of cun
c) Keep it as it is but move it for much later in the game and make it put other charms on cooldown
EDIT:
After thinking about it, the best option for Eden's Guile would probably be to make it give movement speed increase rather than global speed. It would fit with the 'running man, running man' theme of the boots.