Shadowasrial wrote: »If you can kill the blast bones before it explodes you should take no damage. It makes no sense to give blast bones a health bar if you still take damage when killing it. Further more I think if you kill it before it explodes then the caster (if they are in proximity of its aoe range) should take the damage as the blast bones is quite literally blowing up in their face.
If you add more disadvantages to a spell, you would also need to add advantages to it, otherwise it would become underpowered compared to similar spells.
In other words, why play a necro with blastbones that can be killed when you could play a sorc with frags that can not?
Would you like blastbones damage doubled? If so, we have a deal
Shadowasrial wrote: »If you add more disadvantages to a spell, you would also need to add advantages to it, otherwise it would become underpowered compared to similar spells.
In other words, why play a necro with blastbones that can be killed when you could play a sorc with frags that can not?
Would you like blastbones damage doubled? If so, we have a deal
Blast bones is already undodgable and has huge range and insane damage. So I have to disagree. It currently has no disadvantages. Adding one to this skill would be great for counter play
Blastbones is already balanced compared to the other spells. Where blastbones is undodgeable, a frag can be procced for instant cast and damage increase, etc etc. So if you nerf blastbones in one way, you have to boost it in another way, otherwise people will just switch to sorcs and frags (for example).
Blastbones is already balanced compared to the other spells. Where blastbones is undodgeable, a frag can be procced for instant cast and damage increase, etc etc. So if you nerf blastbones in one way, you have to boost it in another way, otherwise people will just switch to sorcs and frags (for example).
Blastbones cost 900 stamina, almost 800 in medium. The fact that it doesnt deal damage instantly makes it possible to line up stupid amounts of damage at the same time. Example: blastbones - dizzy - medium attack - onslaught. Now how do you survive that when you have 10% health left if you were at 100% health when they did the combo and you have major defile along with them spamming executioner on you that deals 400% more damage. Meanwhile sorcerer is spamming his shields running out of magicka with 2500 recovery and the stamnecro full damage with 1500 recovery sustains just fine.
Blastbones is already balanced compared to the other spells. Where blastbones is undodgeable, a frag can be procced for instant cast and damage increase, etc etc. So if you nerf blastbones in one way, you have to boost it in another way, otherwise people will just switch to sorcs and frags (for example).
Blastbones cost 900 stamina, almost 800 in medium. The fact that it doesnt deal damage instantly makes it possible to line up stupid amounts of damage at the same time. Example: blastbones - dizzy - medium attack - onslaught. Now how do you survive that when you have 10% health left if you were at 100% health when they did the combo and you have major defile along with them spamming executioner on you that deals 400% more damage. Meanwhile sorcerer is spamming his shields running out of magicka with 2500 recovery and the stamnecro full damage with 1500 recovery sustains just fine.
Shadowasrial wrote: »If you add more disadvantages to a spell, you would also need to add advantages to it, otherwise it would become underpowered compared to similar spells.
In other words, why play a necro with blastbones that can be killed when you could play a sorc with frags that can not?
Would you like blastbones damage doubled? If so, we have a deal
Blast bones is already undodgable and has huge range and insane damage. So I have to disagree. It currently has no disadvantages. Adding one to this skill would be great for counter play
Blastbones is already balanced compared to the other spells. Where blastbones is undodgeable, a frag can be procced for instant cast and damage increase, etc etc. So if you nerf blastbones in one way, you have to boost it in another way, otherwise people will just switch to sorcs and frags (for example).
Shadowasrial wrote: »If you can kill the blast bones before it explodes you should take no damage. It makes no sense to give blast bones a health bar if you still take damage when killing it. Further more I think if you kill it before it explodes then the caster (if they are in proximity of its aoe range) should take the damage as the blast bones is quite literally blowing up in their face.
If you add more disadvantages to a spell, you would also need to add advantages to it, otherwise it would become underpowered compared to similar spells.
In other words, why play a necro with blastbones that can be killed when you could play a sorc with frags that can not?
Would you like blastbones damage doubled? If so, we have a deal
Shadowasrial wrote: »I love how everyone’s crying that they don’t want their precious spammable to be able to be countered
Shadowasrial wrote: »I love how everyone’s crying that they don’t want their precious spammable to be able to be countered
Shadowasrial wrote: »I love how everyone’s crying that they don’t want their precious spammable to be able to be countered
StormeReigns wrote: »Although, to request to have said damage reflected back at the caster... well, is pretty asinine.
Shadowasrial wrote: »I love how everyone’s crying that they don’t want their precious spammable to be able to be countered