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    1. #11
      ChoGath's Avatar
        ChoGath is offline Grandmaster Wizard
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      Re: Spell Changes, Spring 2021 Test Realm.

      Dang, Sam ... KI is killing off lots of PvP pets that are extremely popular. Not sure why you can't simply adjust the blade value for Rain Beetle, Storm Beetle, etc.

    2. #12
      Jesse Strong's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by ChoGath View Post
      Dang, Sam ... KI is killing off lots of PvP pets that are extremely popular. Not sure why you can't simply adjust the blade value for Rain Beetle, Storm Beetle, etc.
      If fire beetle goes down, all the beetles go with it

    3. #13
      Shadow Slayer's Avatar
        Shadow Slayer is offline Legendary Wizard
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      Re: Spell Changes, Spring 2021 Test Realm.

      I like some of the changes just not maybe some of the treasure card bans..




    4. #14
      Jesse Strong's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Shadow Slayer View Post
      I like some of the changes just not maybe some of the treasure card bans..
      Just look at fire

    5. #15
      JaredSpellFrost's Avatar
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      Wink Re: Spell Changes, Spring 2021 Test Realm.

      Ratbeard: Ice Wizards are too strong in the Arena!

      Also Ratbeard: Ice, you get -45% Legion Shields, and we're prolly gonna ban Shrike from PvP


      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
      . . . with Persistence, Victory is assured.




    6. #16
      SeptenaryRavens's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.


      Ice
      *Legion shield- increased incoming damage shield from +30% to +45%



      ^^For those of you saying Ice is losing their school identity as a school who focuses on defense.

      PvP BANNED TREASURE CARDS UNIVERSAL BANS
      Death
      *Beguile
      Fire
      *Smokescreen

      Not a big fan of beguile tcs being no-pvp. Literally the only spell that made tournaments fun for me. But I haven't done tourneys in years now so whatever.

      With smokescreen, at least double smoke will no longer be possible in 2v2, 3v3 or 4v4. I appreciate that change.




    7. #17
      Kingurz's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Eric Stormbringer View Post
      I can explain some of the logic here. Most blades cost 0 pips and so a removal is 0 pips. Similar to how pierce costs 0 for a removal of a 0 pip shield. Notice that all the steal spells cost one pip because not only do they remove, they also give you what you have stolen. Triage is costed as is because the cheapest trained DoT in the game is 2 pips and most DoTs cost significantly more than that.

      Triage should benefit Life more than others due to pip conversion.

      The damage and disarm spells that were audited last round already were made to fit the disarm=0 pips convention. Storm scion/disarm interaction and prevention is no different than myth's pierce spell removing virtually any shield. Note that myth's pierce is countered by spirit shields and similarly disarm is countered by elemental/spiritual blade.

      Of course, as always, we are in constant discussion and changes in Test realm may not be permanent so continue to offer feedback- it is very much appreciated!

      Eric,

      As always, appreciate the insight. Your disarm change makes sense.

      Unless Life gear will consistently offer high pip conversion with high outgoing healing, I still don't think 1 pip for Life is fair to the school. As Ratbeard has stated before, matches should be about the spells not the stats, so Life relying on high pip conversion to have an "advantage" with Triage seems counter to that, especially if gear will force Life to choose between conversion or healing. This is especially true for a PvE Life support setup that is trying to heal (requires 0 pip spells to generate pips for heals) and support with triage and/or absorbs.

    8. #18
        richardDkht is offline Journeyman Wizard
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by AluraMist View Post
      @Ratbeard posted on the Wizard101 website:

      Apr 12, 11:20 AM

      Spell Changes Wizard101 Spring 2021 Test Realm

      Spell Changes Wizard101 Spring 2021 Test Realm Disclaimer- All changes may not yet be present in the current Test Realm version; more changes to come.

      Balance

      *Precision- increased accuracy charm from 10% to 25%



      This will multiply by 2,5 at least the number of times this spell is used..

      Oh wait, that changes nothing to the final result

      not going to comment on the rest, it's not a consultation.

      As the ruler of an African country said.. "democracy is a great thing.. but I don't see the interest of it into a dictatorship".
      " I can solve any issues in the world, except those originated by human stupidity"
      ".. that leaves out A LOT.."

    9. #19
      Flash33's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by JaredSpellFrost View Post
      Yeah, I can see why reducing Disarm's cost makes sense now. Though, I do think that Steal Ward should be kept at 2 Pips. Although it is more in line with Steal Charm, it clearly is superior. Everybody uses different Blades, but Tower Shields are found on any self respecting Wizard! Though if its Pip cost is bumped back up, perhaps the accuracy could be increased to 100%.


      Triage should stay at 0 Pips for Theurgists but cost 1 Pip in it's TC form, IMO.

      I think the nerf to Triage makes sense here, as rather than just a free DoT remover Life wizards now have to think a little more about whether or not spending a turn removing a DoT is worth it. Plus it could also reward those who choose to spec into Life Pip Conversion more than normal too, so there's that at least.

    10. #20
      Legendary Rose's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      I'm liking a lot of the utility changes. Shoot, I might have to finally get into Karamelle with some of these.

      Are the Balance tri-blades and tri-traps going to stay at 1 pip per tho? It'd be handy to have alt costs for PvE and PvP, especially since the cost could kneecap a closed-turn strategy that folks might have for bosses in pve.

      The only thing I don't like is the nerf to Deathblade. Unless I'm mistaken, isn't Death's base damage less than 100 per pip, especially since Steal Health spells deal less damage than damage spells at the same rank? It'd be nice if it were +30% to attack, or +40% to steal health if that's the case. (if I'm wrong, throw potatoes at me please)
      Last edited by Legendary Rose; 4-13-21 at 4:46:47 PM.
      Mark DeathMask/Rachel "Midori" StormSword//Elijah RedThistle//Gracie DarkSlinger//Andrew SpiritStrider//Alexis GhostForge//Hannah BattleThief
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