LightningCape
Holy Shit!
- Joined
- Sep 4, 2012
- Location
- Republic City, Earth Kingdom
Here is an idea of how I think bloodmage as a class should be atm.
Doesn't seem we've had a lot of revamp threads in balance for a long time and some classes are in need of them.
Ranting
The current bloodmage completely misses its mark in terms of being support "a healer" and being useful in group fights.
The three situations of bloodmage atm:
#1 heal focus
The heals are terrible. The high damage it has as a healer puts it in very awkward places mana wise.
The class really needs some direction. I feel the best way to do this is to make it more support. It currently has skills like bloodunion and bloodbond but nothing about this class makes it seem to be in any "union" or group. It's gotten so awkward I've actually started calling it Damagemage to myself since that's basically all it's good for now.
How could we fix this?
BloodUnion-
Instead of using damage skills to make damage stronger as the fight goes on it'd be changed to make using healing skills on allies
make/unlock slightly stronger heals over time.
Ex:
Current-
Dmg move
+1
Stronger Dmg move
+1
..etc
New-
Heal
+1
Slightly stronger/different heal
+1
..etc
Bloodwave-
Cant say this enough and neither can most people when it comes to bloodmage. AoE heals!
This AoE heal would take a direct chunk of HP from the bloodmage and heal all allies in an x amount of blocks. It's very bloodmage and something like this is long overdo.
ClearBlood-
basically a renamed antidote. Not sure why antidote was removed from bloodmage in the first place. Going in the support direction it needs this.
Needle-
In order to get rid of two very pointless skills, ThickenBlood and steal essence I suggestion we give bloodmage a projectile attack that fires 1 arrow when used. The target hit would suffer from bleeding over x time for x dmg. Most healers, other than cleric, have amazing gap closers and thicken blood's range and effect just don't cut it.
Hemorrhage-
A toggle ability where the bloodmage loses HP every x secs until toggled off and allies are healed for HP lost.
Enlightenment-
Same. Fits very well with the idea of making bloodmage support like.
Bloodbond-
A passive at a high level that would convert bloodmage damage (non melee) to hp for allies. Don't freak out by this as bloodmage is doing far less damage with my new changes than the old.
Tranfuse-
Small single target and direct heal. Cost MANA to cast not HP. Infusion is just the worst heal on the server at the moment. HP as a regent is why.
Awaken-
Same. Amazing utility
Bloodgift-
Bloodmage sacrifices a large chunk of health for an AoE small mana restore to allies.
BloodRitual-
opposite of Bloodgift. Bloodmage steals a slight amount of HP from every party member and gains mana back. Again this fits in the theme of bloodmage, coastally making HP and mana flow around.
Siphonblood-
More HP absorption. Less dmg
BloodTransfer-
Group Siphonblood. Bloodmage uses it's own HP to take HP from the target and distribute it to its party. Bloodmage loses HP and mana in this.
ScarletRage-
At the cost of HP the bloodmage makes blood flow faster in an ally, increasing their strength by x amount.
------------------------------------------------
Like I've stated before the class is currently lost. Kinda like disciple it's torn between two worlds of support and damage. Bloodmage should be moved fully towards support. Less damage and very useful heals.
It would finally fulfill it's original theme:
Bloodmage can only fully heal in combat and that you constantly have to be moving around HP and Mana to keep you and your team alive while only doing a little dmg. The spells will cost the caster HP and Mana and he will gain mana and HP while fighting. It's all about sacrifice.
Keep in mind this is an IDEA. Although I do think the class needs a revamp these skills certainly aren't set in stone.
@Kainzo / @Balance Team / @Delfofthebla
Doesn't seem we've had a lot of revamp threads in balance for a long time and some classes are in need of them.
Ranting
The current bloodmage completely misses its mark in terms of being support "a healer" and being useful in group fights.
The three situations of bloodmage atm:
#1 heal focus
- You run around the fight healing your party with the one good heal you have (bloodgift), run out of mana, die horribly
- #2 damage focus
- You spend all your time spamming combust, siphon, and boil. You barely take out 1 person from the enemy party now you're out of mana, you die without really impacting the fight and your team hates you
- #3 Do both
- You start your bloodbond, spam your 3 dmg skills, and transfuse to keep it up. By the time you're out of mana, which happens in a few seconds, you're probably at less than half health and your team is most likely getting steamrolled because your heals are terrible.
The heals are terrible. The high damage it has as a healer puts it in very awkward places mana wise.
The class really needs some direction. I feel the best way to do this is to make it more support. It currently has skills like bloodunion and bloodbond but nothing about this class makes it seem to be in any "union" or group. It's gotten so awkward I've actually started calling it Damagemage to myself since that's basically all it's good for now.
How could we fix this?
- Less damage
- Better heals
- Realistic system based around health as a regent
- More support and/or utility
- BloodUnion
- SiphonBlood
- Infusion
- Transfuse
- BloodBond
- CombustBlood
- BloodGift
- ThickenBlood
- BoilBlood
- StealEssence
- BloodRitual
- Awaken
- Enlightenment
- Bloodunion (changed)
- Bloodwave
- ClearBlood
- Needle
- Hemorrhage
- Enlightenment (Same)
- Bloodbond (Changed)
- Tranfuse (Changed)
- Awaken (Same)
- Bloodgift (Changed)
- BloodRitual (Changed)
- Siphonblood (Slight Changes)
- BloodTransfer
- ScarletRage
BloodUnion-
Instead of using damage skills to make damage stronger as the fight goes on it'd be changed to make using healing skills on allies
make/unlock slightly stronger heals over time.
Ex:
Current-
Dmg move
+1
Stronger Dmg move
+1
..etc
New-
Heal
+1
Slightly stronger/different heal
+1
..etc
Bloodwave-
Cant say this enough and neither can most people when it comes to bloodmage. AoE heals!
This AoE heal would take a direct chunk of HP from the bloodmage and heal all allies in an x amount of blocks. It's very bloodmage and something like this is long overdo.
ClearBlood-
basically a renamed antidote. Not sure why antidote was removed from bloodmage in the first place. Going in the support direction it needs this.
Needle-
In order to get rid of two very pointless skills, ThickenBlood and steal essence I suggestion we give bloodmage a projectile attack that fires 1 arrow when used. The target hit would suffer from bleeding over x time for x dmg. Most healers, other than cleric, have amazing gap closers and thicken blood's range and effect just don't cut it.
Hemorrhage-
A toggle ability where the bloodmage loses HP every x secs until toggled off and allies are healed for HP lost.
Enlightenment-
Same. Fits very well with the idea of making bloodmage support like.
Bloodbond-
A passive at a high level that would convert bloodmage damage (non melee) to hp for allies. Don't freak out by this as bloodmage is doing far less damage with my new changes than the old.
Tranfuse-
Small single target and direct heal. Cost MANA to cast not HP. Infusion is just the worst heal on the server at the moment. HP as a regent is why.
Awaken-
Same. Amazing utility
Bloodgift-
Bloodmage sacrifices a large chunk of health for an AoE small mana restore to allies.
BloodRitual-
opposite of Bloodgift. Bloodmage steals a slight amount of HP from every party member and gains mana back. Again this fits in the theme of bloodmage, coastally making HP and mana flow around.
Siphonblood-
More HP absorption. Less dmg
BloodTransfer-
Group Siphonblood. Bloodmage uses it's own HP to take HP from the target and distribute it to its party. Bloodmage loses HP and mana in this.
ScarletRage-
At the cost of HP the bloodmage makes blood flow faster in an ally, increasing their strength by x amount.
------------------------------------------------
Like I've stated before the class is currently lost. Kinda like disciple it's torn between two worlds of support and damage. Bloodmage should be moved fully towards support. Less damage and very useful heals.
It would finally fulfill it's original theme:
Bloodmage can only fully heal in combat and that you constantly have to be moving around HP and Mana to keep you and your team alive while only doing a little dmg. The spells will cost the caster HP and Mana and he will gain mana and HP while fighting. It's all about sacrifice.
Keep in mind this is an IDEA. Although I do think the class needs a revamp these skills certainly aren't set in stone.
@Kainzo / @Balance Team / @Delfofthebla
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