Another Ice mage proposal...
Posted: Sat Apr 09, 2016 3:16 am
I hadn't played this game in over a year and have returned to see some improvements and additions but some clear lingering issues, the Ice Archmage being one that has been inexplicably ignored.
Here are some problems as I see them.
1. Uttercold gives resistance penetration that undermines the cold-absorb utility of Shivgoroth Form.
2. Water tree... first, it's really just an ice tree with only one "water" skill. Thematically, it's a mess and its skills lack synergy (tidal wave pushes enemies away from the range of Ice Storm... brilliant).
3. Wet effect... a weird and incoherent recent addition. Why does it reduce stun resistance again? Oh right, because the programmers thought that being frozen should check the same resistance as being stunned because that makes sense.
4. Shatter... a nearly useless skill because you'll so rarely have the chance to use it on more than enemy at a time AND it's counter-productive given the ice-block penetration function of Uttercold. Why would you even WANT to use that skill in 99% of the chances to use it? That's right, you wouldn't and players don't.
5. Glacial Vapors... sigh, a banal and crappy ice version of Inferno.
Here are my proposed solutions, designed to work in concert:
1. Revamp wet effect: Instead of reducing stun resistance, have it merely interact with other Ice and Water skills by increasing their damage and chance to freeze instead of reducing the target's resistance. Increase damage by 30% for cold spells.
Make it such that lightning does 15% more damage to wet creatures and fire does 15% less. However, fire damage removes the wet effect.
Even if you changed NOTHING else, this would be a great feature. It would be intuitive and fun to play with.
2. Grant wet effect to the Hurricane skill. This would add a nice synergy between the Water and Storm skills.
3. Grant Frozen Ground a 25% chance to not just freeze to the ground but put into an Ice Block any wet enemies.
4. Freeze... damage and freeze duration increase when target is wet.
5. Ice Storm... increase chance to freeze and damage when targets are wet.
6. Replace Glacial Vapors with Rain Storm spell.
Rain Storm
Category: Water
Use Mode: Activated
Range: 10
Mana Cost: 16
Cool Down: 6
Use Speed: 1 turn
Rain Storm covers a radius 2-5 (grows with talent investment) area in rain for 2-4 turns (grows with talent investment). All targets gain the wet effect.
That's it. No damage, just wet-effect. It would be your opening salvo for all cold-based damage but easily a 1-point wonder if one isn't specializing in Ice. Would be a wonderful synergy for lightning mages (all lightning skills except Hurricane would do 15% more damage).
7. Replace Shatter with a nominally defensive skill called "Ice Wall:"
Ice Wall
Category: Ice
Use Mode: Activated
Range: 5
Mana Cost: 50
Cool Down: 16
Use Speed: 1 turn
Ice Wall creates an ice wall that takes up radius 1-2 (with talent level) and lasts either until enemies destroy it (it has set life that grows with spell power) or it breaks down, up to 6 turns (with talent level).
This is primarily a defensive spell used to clog up hallways and whatnot but would do damage to any enemies caught within its casting area and they'd have to fight their way out just like an ice block. The mechanics would be the same (such if you cast it over a 2x2 area and an enemy was caught in one... it would break out and it would merely reduce the wall by 1 square, freeing itself, but not destroying the wall).
With Uttercold, you'd be able to blast at enemies on the other side of the wall while they struggled to get to you.
8. Uttercold... remove the damage penetration feature entirely (see shivgoroth form issue). Keep the Ice block penetration as it's very important.
Replace "ignore enemy cold resistance" with all water and ice spells reduce global speed of target up to 1% per talent point for 3 turns. Have it stack such that you can keep a target's global speed reduced by up to 15%... even 20% if you're fast enough and continue spamming ice spells.
9. Slightly increase the damage of all water and ice spells to compensate for the reduction of damage in Uttercold and the need to precast Rain Storm all the time.
Here are some problems as I see them.
1. Uttercold gives resistance penetration that undermines the cold-absorb utility of Shivgoroth Form.
2. Water tree... first, it's really just an ice tree with only one "water" skill. Thematically, it's a mess and its skills lack synergy (tidal wave pushes enemies away from the range of Ice Storm... brilliant).
3. Wet effect... a weird and incoherent recent addition. Why does it reduce stun resistance again? Oh right, because the programmers thought that being frozen should check the same resistance as being stunned because that makes sense.
4. Shatter... a nearly useless skill because you'll so rarely have the chance to use it on more than enemy at a time AND it's counter-productive given the ice-block penetration function of Uttercold. Why would you even WANT to use that skill in 99% of the chances to use it? That's right, you wouldn't and players don't.
5. Glacial Vapors... sigh, a banal and crappy ice version of Inferno.
Here are my proposed solutions, designed to work in concert:
1. Revamp wet effect: Instead of reducing stun resistance, have it merely interact with other Ice and Water skills by increasing their damage and chance to freeze instead of reducing the target's resistance. Increase damage by 30% for cold spells.
Make it such that lightning does 15% more damage to wet creatures and fire does 15% less. However, fire damage removes the wet effect.
Even if you changed NOTHING else, this would be a great feature. It would be intuitive and fun to play with.
2. Grant wet effect to the Hurricane skill. This would add a nice synergy between the Water and Storm skills.
3. Grant Frozen Ground a 25% chance to not just freeze to the ground but put into an Ice Block any wet enemies.
4. Freeze... damage and freeze duration increase when target is wet.
5. Ice Storm... increase chance to freeze and damage when targets are wet.
6. Replace Glacial Vapors with Rain Storm spell.
Rain Storm
Category: Water
Use Mode: Activated
Range: 10
Mana Cost: 16
Cool Down: 6
Use Speed: 1 turn
Rain Storm covers a radius 2-5 (grows with talent investment) area in rain for 2-4 turns (grows with talent investment). All targets gain the wet effect.
That's it. No damage, just wet-effect. It would be your opening salvo for all cold-based damage but easily a 1-point wonder if one isn't specializing in Ice. Would be a wonderful synergy for lightning mages (all lightning skills except Hurricane would do 15% more damage).
7. Replace Shatter with a nominally defensive skill called "Ice Wall:"
Ice Wall
Category: Ice
Use Mode: Activated
Range: 5
Mana Cost: 50
Cool Down: 16
Use Speed: 1 turn
Ice Wall creates an ice wall that takes up radius 1-2 (with talent level) and lasts either until enemies destroy it (it has set life that grows with spell power) or it breaks down, up to 6 turns (with talent level).
This is primarily a defensive spell used to clog up hallways and whatnot but would do damage to any enemies caught within its casting area and they'd have to fight their way out just like an ice block. The mechanics would be the same (such if you cast it over a 2x2 area and an enemy was caught in one... it would break out and it would merely reduce the wall by 1 square, freeing itself, but not destroying the wall).
With Uttercold, you'd be able to blast at enemies on the other side of the wall while they struggled to get to you.
8. Uttercold... remove the damage penetration feature entirely (see shivgoroth form issue). Keep the Ice block penetration as it's very important.
Replace "ignore enemy cold resistance" with all water and ice spells reduce global speed of target up to 1% per talent point for 3 turns. Have it stack such that you can keep a target's global speed reduced by up to 15%... even 20% if you're fast enough and continue spamming ice spells.
9. Slightly increase the damage of all water and ice spells to compensate for the reduction of damage in Uttercold and the need to precast Rain Storm all the time.