Parcae2 wrote:Regarding Damage Smearing, I think a Fateweaving/Damage Smearing hybrid would look something like this:
When Spin Fate procs, 1/3-2/3 of the damage is converted to temporal damage over six turns. This damage respects resistances, but ignores affinities and wards.
-That, but also change Phase Shift to only have a % chance to proc on any given hit. The max number of procs per turn could still be 1, I just want there to be a reasonable chance that it won't always proc on the same hit as Fateweaving.
-Maybe Echoes of the Past's missing life component could be less effective against bosses? I mean currently it's precisely a boss killer, and not all that overpowered for normal monsters. Rarely do I suggest something be made less effective for bosses but Echoes could use a nerf in that department. Like, half damage against bosses or something. Static Field, a similar talent, went too far into the nerfed for bosses territory, so I would be wary of going overboard. In fact, I'd wait to pass judgement on the temporal vs. physical balance until Matter is done. For all we know Matter could end up with something that blows the current Echoes out of the water.
-I was thinking, for Uncertain Position, what if each clone had a special talent that could detonate the other two clones, thus ending the spell? The talent would not be available to the AI, of course. This would allow the player to choose which clone they want to end up as, without having to do weird, unintuitive summon timer tricks. If the detonations did temporal damage then this could be another source of temporal damage. Finally, it would also solve the issue of clones having 100% major anomaly chance from Preserve Pattern: just switch to a clone that has normal paradox, and detonate the other two before they can muck up the battlefield too much.