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    Results 21 to 30 of 35
    1. #21
      Tanner Hex's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Legendary Rose View Post
      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)
      You are mostly correct I think. Death's normal damage DPP is on par with Balance at 85 DPP for the normal curve and 105 for the enhanced curve. For Death's drains specifically the normal curve DPP is 76 and the enhanced is 94. I'm not sure if the drain DPP was ever officially listed anywhere but you can do the formula in reverse with existing audited spells to get those numbers.

      I think the original intention behind Death school was that while drains are weaker Death also gets more tools to turn those weaker drains into strong hits. Consider this description of the Death school from the main website: "Their spells aren’t the strongest, but some have the ability to absorb health from the enemy, which serves as a way for them to heal themselves. They have many preparatory spells that allow them to build up high-damage spells."

      So Death has a blade, trap, and now a damage bubble which falls in line with all other schools. But they also get more "preparatory" spells like Curse (now as strong as a regular +30% trap), Dark Pact (way easier to use now), and of course Feint though that last one can be trained by non-Death wizards too. So I think the idea behind the Death school is that if you plan to use a drain instead of damage you use one or more of the "extra preparatory spells" Death is given in order to make it stronger.

    2. #22
      Torpzun26's Avatar
        Torpzun26 is online now Journeyman Wizard

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      Re: Spell Changes, Spring 2021 Test Realm.

      The list has been updated. Here are the new changes:

      Balance:

      • Chimera - reduced from 345 damage to 290 damage (per head)
      • Donate Power - decreased cost from 3 pips to 1 pip


      Death:
      • Doom and Gloom - reduced healing debuff from 65% to 50%
      • Virulent Plague - reduced pip cost from 3 pips to 2 pops
      • Poison - reduced DoT damage from 40+435 to 35+435
      • Vampire - reduced drain damage from 350 to 335


      Fire:


      • Fuel - increased damage trap from +25% to +30%
      • Immolate - reduced damage (self) from 250 to 200
      • Scald - increased damage from 495 to 525


      Ice:

      No changes

      Life:


      • Sanctuary - decreased healing buff from +50% to +35%; decreased pip cost from 3 pips to 2 pips
      • Regenerate - increased healing from 52+1101 to 265+1050
      • Unicorn - increased heal from 275 to 465


      Myth:

      • Shift - reduced pip cost from 4 pips to 3 pips


      Storm:

      No changes



      PVP TC Bans:


      • Virulent Plague
      • Shatter



      -----------------------------------------------------------------------------------

      I am loving that change to Unicorn and Donate Power. Virulent Plague is super scary now though (and to make this worse, this buff actually makes it weaker as a counter to Mana Burn in the Balance Deckathalon!) The Chimera nerf is a major rip and Vampire losing 15 damage is so random.
      Last edited by Torpzun26; 4-14-21 at 10:28:04 PM.

    3. #23
      JaredSpellFrost's Avatar
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      Angry Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Torpzun26 View Post

      • Donate Power - decreased cost from 3 pips to 1 pip


      • Virulent Plague - reduced pip cost from 3 pips to 2 pops

      That donate power buff has Newton turning in his grave. I do wonder why they boosted this spell so much though, honestly it should be 2 Pips for 2 Pips!

      Virulent Plague is way too OP and spammable now, change it back I hate it. Wizards shouldn't be getting hit with -45% Damage every turn! Clearly KingsIsle is aware of a similar problem in Smokescreen, hence it's TC ban, so I'd love to hear an explanation from the rat himself as to why Virulent Plague got buffed..


      "Yet like a bad case of athlete's foot you just kept coming back." -Cosmos
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    4. #24
      Torpzun26's Avatar
        Torpzun26 is online now Journeyman Wizard

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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by JaredSpellFrost View Post
      [/LIST]
      That donate power buff has Newton turning in his grave. I do wonder why they boosted this spell so much though, honestly it should be 2 Pips for 2 Pips!

      Virulent Plague is way too OP and spammable now, change it back I hate it. Wizards shouldn't be getting hit with -45% Damage every turn! Clearly KingsIsle is aware of a similar problem in Smokescreen, hence it's TC ban, so I'd love to hear an explanation from the rat himself as to why Virulent Plague got buffed..

      If it's any consolation, TC Virulent is also banned in PVP. So it's gonna be easier to spam Virulents in PVP but at the same time more difficult to stack them. I'm guessing that they want for there to be several AoE defensive utilities for team PVP (Virulent, newly buffed Legion Shield, maybe something else)?

      And as for Donate Power, it pretty much is 2-for-2, but with the caveat that you can use your bonus regular pip on it or utilize Conversion. A huge theme I'm noticing with this audit is a focus on trying to make Conversion more viable by changing spells to odd-pips. Not all of them, there is the Virulent buff, but a lot of them.

    5. #25
      BaronvonWolf's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      that chimera nerf ouch can be keep it at 300 at least
      Unicorn heal 275 ---> 465 it needed a buff and now life longer needs to farm pigsie
      Wolf soulstalker 140 Alex nightshade 140 Valkoor Wild 140 Valkoor Wild ​135 Valkoor Myth 130

    6. #26
      Patrick FairyStalker's Avatar
        Patrick FairyStalker is offline Master Wizard
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      Re: Spell Changes, Spring 2021 Test Realm.

      I have a feeling @Eric Stormbringer had a lot to do with these changes and I wanted to give huge props.

      Honestly these are all beautiful. These were some ancient spells (Disarm, Donate Power, Unicorn) that were questionable at best and laughable at worst. I'm crying tears of joy.

      But I'd also love to see the momentum going!!

      1. How about buffing the critical bubbles (like Combustion, Katabatic Wind) to 2 pips & some level of standardization? This can make them competitive with the normal "bubbles".
      2. Changing reshuffle to 0-1 pips? Right now it's useless due to the timer, but it may find use in smaller decks if it has a pip reduction. Also makes them much less of a hassle in PvE.
      3. Goat Monk and Samoorai could use some sort of buff, perhaps with added utility (an added HoT and weakness, respectively).
      4. Lord of Night and Angry Snowpig need to be re-looked at. I've never seen them being used seriously (ever).
      5. A pip reduction for mass infection? If it stays at 3 pips, it could even be a plague+mass infect combination.
      6. Every minion sacrifice spell should be zero pips. And maybe they shouldn't even sacrifice the minion anymore. I'm thinking a 0-1 pip +350 heal if you have a minion next to you. This can literally make minions viable and more of a threat.

      Lastly, making prisms cloak-able. Or even making them cloak-able prism blades. Is that too far? I'll step back now haha
      Last edited by Patrick FairyStalker; 4-14-21 at 11:00:29 PM.

    7. #27
      JaredSpellFrost's Avatar
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      Arrow Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Patrick FairyStalker View Post
      1. How about buffing the critical bubbles (like Combustion, Katabatic Wind) to 2 pips & some level of standardization? This can make them competitive with the normal "bubbles".
      These bubbles should at most be lowered to 3 Pips, otherwise they will be too competitive with our regular bubbles. With it being an odd number of Pips will give chances for Pip Conversion some well needed love too!


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




    8. #28
      Jesse Strong's Avatar
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        •  Fire
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        •  Blue
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        •  Fire beast
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Torpzun26 View Post
      The list has been updated. Here are the new changes:

      Balance:

      • Chimera - reduced from 345 damage to 290 damage (per head)
      • Donate Power - decreased cost from 3 pips to 1 pip


      Death:
      • Doom and Gloom - reduced healing debuff from 65% to 50%
      • Virulent Plague - reduced pip cost from 3 pips to 2 pops
      • Poison - reduced DoT damage from 40+435 to 35+435
      • Vampire - reduced drain damage from 350 to 335


      Fire:


      • Fuel - increased damage trap from +25% to +30%
      • Immolate - reduced damage (self) from 250 to 200
      • Scald - increased damage from 495 to 525


      Ice:

      No changes

      Life:


      • Sanctuary - decreased healing buff from +50% to +35%; decreased pip cost from 3 pips to 2 pips
      • Regenerate - increased healing from 52+1101 to 265+1050
      • Unicorn - increased heal from 275 to 465


      Myth:

      • Shift - reduced pip cost from 4 pips to 3 pips


      Storm:

      No changes



      PVP TC Bans:


      • Virulent Plague
      • Shatter



      -----------------------------------------------------------------------------------

      I am loving that change to Unicorn and Donate Power. Virulent Plague is super scary now though (and to make this worse, this buff actually makes it weaker as a counter to Mana Burn in the Balance Deckathalon!) The Chimera nerf is a major rip and Vampire losing 15 damage is so random.
      Nice changes, rip to fire tho still nothing good for us. I wonder how low can we go storm beetle pet cards shall be ban as well, ki vision is to remove all the tc that break a shield and buff you so it needs to go just like fire beetle, life scarab, death scarab etc...

    9. #29
      Dylan Windwalker's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      My initial thoughts are pretty much the same as everybody else's:

      The Chimera reduction is pretty ok given it's purpose. Just so people know, that's a total reduction of 165 damage to a rank 9 spell, the spell does 870 damage total. But aside from tha, the main purpose of this spell is to use against high health balance bosses which would already by default get damage boost since it's the spiritual schools. For a random balance boss in Khrysalis (in this example: Zanza the BurrowBreaker in Silent Market), the spiritual boost is +30% meaning that the damage total of Chimera is actually 1131 in basically the majority of the time this spell is used which is more than we could ever need to defeat the boss. Plus with the additional use of regular and sharpened spiritual blades which is specifically catered to this spell (not counting Spiritual Tribunal since it's still pack-only), this makes it easier to kill balance bosses. Non-balance bosses, player would usually just use Judgement or King Art if they learned it. And Chimera isn't used in the current PvP Meta anyways (as far as I'm aware of). Unless we see players actively using this spell frequently on non-balance bosses, then we should not have to worry about it being such a dramatic reduction.

      Sanctuary should be the exact opposite of Doom and Gloom, when the new Doom and Gloom is turned into a -50% to heals for 2pips, Sanctuary should be a +50% to heals for 2pips. That's the argument most people are going to make. Except people have to consider that Sanctuary is being boosted already by the healer's outgoing heal in addition to player's incoming heal, making it so that the 35% healing would be closer to being balanced with Doom and Gloom's 50%. There's no buff in people's gear that reduces their amount of heal, making the Doom and Gloom's 50% fair. Sanctuary is used a lot of the time anyways making 35% less OP while Doom and Gloom is only used situationally in PvE (I've only seen it ever used by players against Malistaire the Undying)

      When I said that Virulent Plague should be reduced, I didn't mean Pips lol I was thinking like a 40% Universal Weakness or perhaps a 35% while reducing the regular Plague spell to a -20% Weakness to all opponents. Yeah PvP is really going to hurt badly with this Virulent Plague Spam especially if there's an Ice and Death in the same team due to the additional +45% Legion Shield Spam, neither side will do significant damage since both of these spells are constantly used turn after turn due to its low pip costs. This will easily make 2v2/3v3/4v4 Ranked PvP unbearable. But hey this is a great spell update for PvE which is better anyways

      I think the Unicorn boost is lovely lol

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    10. #30
      Legendary Rose's Avatar
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      Re: Spell Changes, Spring 2021 Test Realm.

      Quote Originally Posted by Torpzun26 View Post
      The list has been updated. Here are the new changes:
      Life:


      • Sanctuary - decreased healing buff from +50% to +35%; decreased pip cost from 3 pips to 2 pips
      • Regenerate - increased healing from 52+1101 to 265+1050
      • Unicorn - increased heal from 275 to 465
      Did they... did they just accidentally make Pigsie irrelevant?
      Mark DeathMask/Rachel "Midori" StormSword//Elijah RedThistle//Gracie DarkSlinger//Andrew SpiritStrider//Alexis GhostForge//Hannah BattleThief
      Critical/Block misconceptions | Zafaria sins!

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