Since most of the spells have a branch that lets you change it to another element. Maybe have branches that make it ice or lightening shields and each enhances that element someone. Maybe chances to chill and shock and encreased dmg for that element.
I do agree that fire Shield for me also feels the most less intriguing to skill - where other skills have Basic premises in play-style once you go this or that path, fire Shield doesnt FEEL that way too much. It`s not intriguing enough, skill-tree-choices-wise in their effectiveness! Right now the choices are and FEEL too PASSIVE! One could enlive a passiv skill (that is just âthereâ like auras, shields etc.).
Possible improvements:
A) Left-upper side: more frequent and stronger fireballs - I would add a KEY note at the END of that tree, making it spawn 2 or 3 fireballs either at 2-3 different enemies nearby at once, or in a cascade toward one enemy (2 or 3 balls) or just 2-3 at once at one enemy! Can come with Damage reduction, e.g. â1 additional FIREBALL in a line toward the enemy - but 20% reduced dmgâ⌠2 FIREBALL / 40%⌠max of 2-3 balls or something.
Would make it a more varied playstyle in the END. And since you Need to get hit to procc it, which is not something a fire mage would do too voluntarily, to also SEE it increase in the end of a build - hitting not just harder but HARDER - also for the eye - visually - would be awesome.
ALSO: Key-note: âUpon activation of the Shield, shoot fireballs towards X nearby enemysâ⌠âshoot a cascade of fireballs towards the nearest enemysâ⌠âempowers you for 5 seconds - every fire skill you use additionally fires 1 FIREBALL at a nearby enemy for the Duration - adds a 15 second cooldown to the skillâ.
Something like that, possibly!
B) Right side Corner of skill tree - AoE --> add a last KEY note - e.g. âenemys hit within the area of the flame-circle have x% higher Chance to get stunned per allocated Point with fire skillsâ. OR âevery 3rd hit (with fire skill) has a 30%-50%-70-90% Chance to stun the enemy for 0.8 secondsâ or something. Making it a more close-up viable choice and makes it more interesting and DIFFERENT to PLAY in the END.
C) The left-down tree where ward and defense gets upped - add KEY note at the end with high requirements (e.g. 4-6 Points in Prior node to unlock etc.) - âwhen below 15% Health, you are immune to Damage for 2 seconds. Cooldown 60 secondsâ and another keynot, decreasing cooldown 10% each Point up to 40% (4/4) or something. Or something similiar - be creative! This would make Investment actually FEEL and PLAY more intriguing and effective - such as other skills provide to a high Degree already!
Having Ice ward already, i think Ice wouldnt fit that good for fire Shield - but Lightning Maybe would. Something that turns it into light (with the other nodes simply turning fire damage to light, and Animation from FIREBALL to Lightning strike would be very sweet)⌠for light-oriented builds. Could be a total Investment of 1-10 Points that would make it a viable Lightning-build-choice! Would be awesome
Cheers!
Thank you for the feedback.
We share your concerns, and we plan to replace Fire Shield in the future.
@Sarno as in a revamp of what it does and it tree kindnof thing or just something different altogether?
hope you wont touch to the retaliation fire ball, it is really cool !
I like Fire shield so I hope it isnât just gone. I would just like to be able to change its elements. I want a lightening shield crackeling around me and shocking stuff that comes to close or something.
It should probably be a base skill like Elemental Nova - a neutral shield that can be specialized into any direction, and thus be versatile.
You could envision it like this;
(defensive, melee) Frost Shield: Temporarily adds high Ward, Armor and freezes attackers.
(offensive, caster) Fire Shield: Temporarily increases spell damage and damages attackers.
(defensive, caster) Lightning Shield: Temporarily adds high Ward, Spell Armor and stuns attackers.
As for the skill tree itself, it can be a trade-off between offensive and defensive stats, depending on play-style; E.g. reduce ward generation in exchange for more damage, or remove the freeze/stun effect in exchange for increased cast speed.
The issue with a shield spell is that is hard not to make it feel passive. You could look at the mechanic used for the Sentinelâs rive attack, which changes after 3 casts. The shield could be âturn onâ on initial cast" and âexplodeâ on second cast, or something similar. It could accumulate damage from incoming attacks and then blast those back out.
Donât remove the idea though, mages need a mage-shield.
Or a bit like what is planned for companions. It is active as passive and has a second effect when you use it with a cooldown?
Since the Fire Shield rework became a subject for actual discussion, and rework itself was deemed as needed, Iâve decided to suggest a functionality, which could be interesting, tactical and not ruining current skillâs merits (in my opinion of course) .
P.S. I donât like such skills like âteleportâ as it is veeery utilitarian. And yes, itâs very useful, it grants mobility, grants speed⌠so why not to combine it with our Fire Shield?
Skill: Fire Shield
Rename to: Charged barrier
Lore: Skillful mages are always prepared for everything, accumulating great force to create all kinds of barriers, to relocate themselves across the battlefield or to convert it into powerful fire bursts when and where the mage could wish that.
Description: âCharged barrierâ passively grants 50 elemental protection. But it can be used to move its caster a short distance in chosen direction, and then bursts with flame, damaging all enemies around.
Functionality:
- passive effect is applied to the caster right after the spell was set to skill panel.
- casterâs relocation is not a teleport but a very fast movement and uses same passing as character: it canât be used to reach visible but unreachable areas and itâs not possible to pass through walls and doors with it. Also if relocation path is blocked by anything, character wonât be able to get round that obstacle and will stop before it. This relocation canât be prevented by enemies and small objects though.
- caster moves to a chosen point, so relocation distance is limited but not constant.
- relocation speed canât be decreased by any slow effects, though relocation distance is decreased by those effects with the half of their power (50% slow decreases distance by 25%).
- skill can be used, while its caster is rooted. In this case he wonât relocate, but only burst with fire. Also any effect that occurs after relocation - still occurs.
- caster is still vulnerable to any damage while relocating.
Visuals: caster turns into a fiery silhouette and rapidly moves forward, like fireball, with short blazing trail behind. When relocation is finished the caster transforms back and releases a burst of flame, covering significant area. Burst sound should be harsh, even explosive, but it shouldnât be a sound of explosion completely.
Categories: spell, fire, move.
Active part parameters (relocation and burst):
Cooldown: 5 seconds.
Cost: 20 mana.
Relocation distance: average.
Relocation speed: +300% casterâs movement speed.
Burst area: less than average.
Burst damage: average.
Specialization nodes :
All below nodes scheme :
Runic strengthening: [5 levels]
Increases characterâs elemental protection by 6% per node level. Note: This bonus is very equipment dependent. Though it also increases this skillâs base bonus.
Adapting defense: [5 levels, requires Runic strengthening 1]
Every enemy hit grants stackable buff for 3 seconds which increases casterâs elemental protection by 15 up to a maximum of 100. Every next node level increases protection bonus by 5 and increases bonus maximum by 50. Note: every bonus stack has is own duration, so to get and maintain maximum bonus of 300, caster needs to be hit 300 / 35 ~ 9 times every 3 seconds.
Force barrier: [1 level, requires Adapting defense 2]
This skillâs base bonus and its nodesâ bonuses to elemental protection are also applied to armor.
Counter burst: [3 levels, requires Force barrier 1]
When caster is hit thereâs a 20% chance to create a cone of flame at hitterâs direction which deals 75% of burst damage. Coneâs angle is 30 degrees, and its radius equals 30% of full burstâs radius. Per each node level after first, chance to create a cone additionally increases by 10% and its damage increases by 30%.
Revengerâs zeal: [5 levels, requires Counter burst 3]
Increases stun avoidance by 30 per node level. Also randomly increases counter coneâs radius part by additional 3-9% per node level (so at max itâs 30% + 15% ~ 45% = 45% - 75% of full burstâs radius). Note: itâs not random increase with each node level up, but a random empower of every single counter. Some countersâ radius will be 45% of max, some others - 75%, or 60% etcâŚ
Crashing retaliation: [4 levels, requires Revengerâs zeal 1]
Counter burstâs stun chance and stun duration increase by 25% per node level.
Skillful leaps: [3 levels]
Increases relocation distance by 10% per node level, relocation speed bonus by additional 50% per node level, and decreases this skill usage cost by 3 mana per node level.
Prudent moves: [10 levels, requires Skillful leaps 1]
After relocation caster gains ward in amount of 10% of his maximum health.
Ward support: [5 levels, requires Prudent moves 3]
Increases casterâs ward retention by 20% per node level. Note: itâs very useful with multiple ward sources available.
Mana shielding: [1 level, requires Ward support 2]
Increases cost of all casterâs spells by 20%, but when theyâre used, 50% of mana spent is converted to ward.
Trailblazer: [1 level, requires Skillful leaps 3]
Caster deals moderate fire damage to all enemies in relocation path, and now it is possible to use this skill for additional relocation for next 2.5 seconds and with no mana cost. Also caster leaves behind a blazing trail which exists 5 seconds and deals small fire damage to all enemies standing on it. Note: Any this skillâs effects except âTrailblazerâ wonât appear after second relocation. Skillâs cooldown starts after first relocation, but itâs not visible until second relocation is used (skillâs icon switching would be very handy).
Dazzling rush: [4 levels, requires Trailblazer 1]
Every enemy affected by trailblazerâs relocation damage has 25% chance per node level to be blinded for 3 seconds. Also duration of trails increases by 1.5 seconds per node level.
Meteorâs flight: [7 levels, requires Dazzling rush 2]
Trailblazerâs relocation damage increases by 15% per node level and its stun chance additionally increases by 30% per node level.
Lightning fury: [1 level, requires Meteorâs flight 3]
Every damage caused by this skill and its effects become lightning. After relocation caster gains 100% bonus to attack, cast and movement speed. This bonus lasts 1.5 second. Note: skill loses its âfireâ category and gains âlightningâ. All damage is dealt as lightning, though all nodes keeps their functionality, even those like âOverheatâ or âTrailblazerâ. Visuals of the spell and its nodes are also changed, filled with lightning, but give an understanding, that skillâs fiery origin is not lost. Lightning effects are red and dark. Their look and sound should feel more dangerous and destructive then original.
Thunder strike: [3 levels, requires Lightning fury 1]
All enemies affected by this skillâs burst have 34% chance to be shocked for 3 seconds.
Soul of storm: [4 levels, requires Thunder strike 3]
While under effect of âLightning furyâ, caster has mana efficiency increased by 25% per each node level for all lightning skills.
Reckless assault: [1 level]
Caster wonât benefit from any barrierâs protection bonuses (base bonus included) for 1.5 seconds after relocation. Though the burst area is increased by 40%, and all enemies, affected by the burst, are terrified for 2 seconds.
Explosions mastery: [10 levels, requires Reckless assault 1]
Increases this skillâs burst damage by 10% per node level and increases its area of effect by 5% per node level.
Bomb voyage: [1 level, requires Explosions mastery 4]
When caster gets fatal blow, he bursts, dealing 50% increased damage in twice larger area. His health is restored to 10% of max, but next 2 seconds caster remains stunned. This effect can occur only once every 30 seconds. Note: this nodeâs burst wonât start any after-burst effects, like âOverheatâ. Though all burst modifiers keep working, like âReckless assaultâ (this also means lowered protection bonus).
Suicide tactics: [5 levels, requires Bomb voyage 1]
Reduces âBomb voyageâ cooldown by 3 seconds per node level and grants 20% of casterâs maximum health as ward every time âBomb voyageâ effect occurs.
Overheat: [7 levels]
When caster bursts, flame continues to blaze for 2 seconds dealing damage every second to all enemies around. Radius of blaze equals 70% of full burstâs radius and its every second damage equals 8% of full burstâs damage. Every next node levels increases blaze damage by additional 2% and blaze time - by 0.5 second.
Residual burst: [4 levels, requires Overheat 1]
When âOverheatâ effect ends, a lesser burst appears and deals 15% of full burstâs damage per node level. Area of this effect is the same as âOverheatâ node has.
Stronger heat: [5 levels, requires Residual burst 4]
Part of âOverheatâ effect radius increases by 6% per node level (so itâs 100% at max). Also, while caster is under effect of âOverheatâ, duration of chill and freeze effects on caster are reduced by 10% per node level.
Fire and Ice: [1 level, requires Stronger heat 2]
âOverheatâ and âResidual burstâ damage is increased by 50% against chilled or frozen enemies. Also all enemies affected by Overheat gain 25% more damage from casterâs cold skills.
Molten armor: [5 levels, requires Overheat 1]
While under effect of âOverheatâ node, any effects, that reduce casterâs armor or reduce attack, cast and movement speed, are weakened by 10% per node level.
Irrepressible leaper: [1 level, requires Molten armor 3]
Now relocation distance canât be reduced by slow effects. Also caster is able to relocate even being rooted. In this case relocation distance reduces by 40%.
Legendary item example :
Item type: boots
Item name: Voidcharger hooves.
Note: named after those void, bulllike monsters preparing their charge ability.
Description :
Fury Leap (primalist) and Fire Shield (mage) are empowered by Voidchargerâs essence. Area of all their effects is increased by 20%. Also itâs now possible to increase their power, preparing their activation for up to 1.5 seconds and increasing their landing / burst damage by 4% for every 0.1 second of preparation (up to a max of 60%).
Visuals :
Boots are pretty heavy, made of dark violet and very rough leather. Thereâs a lot of cracked bone outgrowths, especially near the toe and heel where they form a hoof-like. Bone cracks slightly glows a violet.
When empowered skills are preparing, purple energy starts to pile up under characterâs feet. And upon skill activation a short purple flash appears.
Functionality :
- Skillâs preparing starts when player HOLDs skill button.
- Skill activates when player releases skill button or preparation timeâs up.
- Skillâs cooldown starts after its activation.
- While preparing player is able to move mouse pointer freely, and so last pointerâs location will be used as target location.
- Preparation of Fire Shield canât be initiated if itâs switched to a Trailblazerâs additional usage.
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