donkatsu wrote:Took a look at the Fire and Earth elementals so far; here are some suggestions.
Earth Elemental
Composture --> Composure? (Composture is not a word)
Level 1: Increases armor by 6 and armor hardiness by 10%
Level 2: Increases Stun and Knockback resistance by 15%
Level 3: As is
Level 4: As is
Level 5: Physical resistance raised by 10%
Does not scale with Constitution. (These kinds of bonuses tend not to scale with a stat)
Shape Weapon --> Attune Weapon (Too similar to Reshape Weapon, which is already a Mindslayer talent)
Shape Armor --> Attune Armor (Same reason as above)
Plate of Genesis
Armour: +23/25/28/30/33
Changes resistances: Also Lightning resistance
Stun/Freeze immunity: +17/19/21/23/25%
(Endgame body armors are really, really powerful so the Plate looked like it would need a buff to compete)
Fire Elemental
Beware of resources that deplete over time. You have to make it totally infeasible to keep it up while exploring, otherwise you end up with a situation like Celestials are in right now, which everybody hates.
Consume: The heal values listed are really low, so hopefully it scales with spellpower by a LOT.
Those sound like very reasonable tweaks, gimme a sec to edit the skills.
Oh, also, I dont grasp the problem with depleting resources, can you elaborate on this?
Edit: I also dont really see a problem with "Reshape armor". It enhances any armor worn, rather than improving a singular item, acts as a requirement for an armor class and enhances different stats altogether.
Edit 2: After talking with Pure, I think I should reword the rules regarding Asha's resource management:
Heat drain is 5 per turn, even if in battle.
Each turn outside of battle the heat drain increases by 5, up to 25.
You are treated as in battle if using skills or attacking and only if those actually have a valid target. (Even if attacks miss/Spells cause 0 damage)
Some examples as how the skills treat it:
I'm going to reword Lingering Fires. Instead of restoring 5 heat when the value reaches a certain minimum point, it just sets the drain rate to 0. This way there's a certain minumum of heat you have when roaming around.
This does not mean however, that the previous degenration value is forgotten. Using Eruption when on the minium value for Lingering Fires will increase your heat by 100, but if the drain rate prior to that was 25, you will still lose 25 heat per turn unless you attack somebody/use a spell on them, at which point the heat drain will reset to 5.