Recent Topics

Ads

[Magus/Engineer] Changes to Sticky Bomb/Seed of Chaos

Structured balance proposals should be posted here. Posts in this section will be taken into account during class balance reviews.
pawnsacrifice
Posts: 19

[Magus/Engineer] Changes to Sticky Bomb/Seed of Chaos

Post#1 » Tue Oct 18, 2022 9:53 pm

Proposal:

Changing Sticky Bomb/Seed of Chaos to be more in line with the utility aspect of these classes as well as a valid spending of a mastery point.

Current base skill tooltips:
--------------------------------------
Sticky Bomb-
40 AP, 65ft range, 10s Cooldown, Instant Cast

A packet of explosives which sticks to your target and slowly burns, dealing 594 Corporeal damage over 15 seconds. If the effect runs for its full course or the target is killed, then a concealed inner package of explosives will suddenly detonate, dealing 265 Corporeal damage to the victim and all enemies with 20 feet of them.

Seed of Chaos-
40 AP, 65ft range, 10s Cooldown, Instant Cast

Grows a seed inside your target dealing 605 spirit damage over 15 seconds. After this time expires or the target is killed, the seed will explode using the victims life force to deal 265 spirit damage to all targets within 20ft.

Proposed base changes:
--------------------------------------
Sticky Bomb-
40 AP, 65ft range, 20s Cooldown, Instant Cast

A packet of explosives which sticks to your target and slowly burns, causing their spells to build 25% slower and dealing 380 Corporeal damage over 12 seconds. If the effect runs for its full course or the target is killed, then a concealed inner package of explosives will suddenly detonate, dealing 720 Corporeal damage to the victim and all enemies with 20 feet of them. If it is removed then it explodes for half damage.

Seed of Chaos-
40 AP, 65ft range, 20s Cooldown, Instant Cast

Grows a seed inside your target, causing their spells to build 25% slower and dealing 380 spirit damage over 12 seconds. After this time expires or the target is killed, the seed will explode using the victims life force to deal 720 spirit damage to all targets within 20ft. If it is removed then it explodes for half damage.

Reasoning:

Currently there is no reason whatsoever to pick this ability, it is essentially a dead use of a mastery point. What I've proposed is a balance of the damage over time(less) vs the damage of the explosive(greater), added some utility while increasing the cooldown so it has to used effectively without being spammable. The halved damage and increase to build time makes it more likely to be dispelled, giving a buffer for other abilities in the tree. The cooldown prevents it from being obnoxious, and the damage increase reflects its already high AP cost. I also reduced the duration slightly. I felt like it needed to be quicker in action to have any effect, but lowering it any more would make it too fast if you had full stacks from the flamer or bombardment turret.

Ads

Who is online

Users browsing this forum: No registered users and 12 guests