- Joined
- Nov 25, 2012
- Location
- United States
Balance Team
Here is the Bloodmage concept I am proposing.
Like the previous revamp with Runeblade, I think that, with the exception of a small few, every single skill that the Bloodmage should be reworked/removed. It would be a complete revamp of the entire class, with an entirely new system to accompany the new abilities.
New Proposed Skillset (Will break them down below):
--Same as before
BloodUnion (New Ability):
Passive: Your damaging abilities form a Blood Union with the target, allowing you to use different abilities and increasing the effectiveness of the others.
This is the basis of the new Bloodmage. BloodUnion is a counter of sorts that is built up by the Bloodmage when he uses certain abilities. This counter can go up to 5, and influences most of his skills in some way.
We will also be adding a new UI element for this system.
Infusion (Reworked):
Infuse your target with your blood, restoring their health and negating bleeding.
This skill will function the same way as it does on live/test. Large health cost, small health gain. However, the amount healed will be increased by 2% per level of blood union.
BloodBond:
Will function same as before. May reduce healing a bit due to their new skillset.
Transfusion:
Will function same as before. May tweak numbers as necessary.
ExplodingCyst (New Ability):
Forms a large blister on your target and explodes it, dealing dark damage. If you are Blood Union 3 or greater, it will deal additional dark damage over time.
This will be a warmup ability with instant damage. Will increase BloodUnion by 1. If the Bloodmage has BloodUnion 3 or higher, the skill will add a small DoT effect to the target as well.
Despoil:
Steal blood from your target, dealing 95 + dark damage and restoring 110% of the damage dealt back as health. Life stolen is increased by 4% per level of Blood Union. Increases Blood Union by 1.
This is basically a DrainSoul with a warmup. This will heal the Bloodmage for a large amount, and will be their primary source of self-healing.
SeveringRital (New Ability):
Sever the life of all enemies within 5 blocks, dealing 60 instant damage, and doing an additional 51 damage over 7.5 seconds. Requires 3 Blood Union to use. Reduces Blood Union by 3."
This is an instant cast AoE ability that does around moderate damage, and also adds a similarly damaging DoT effect on all targets hit. This will only be usable if the Bloodmage has BloodUnion 3 or higher, and will of course, reduce it by 3 as well.
(This ability will have no mana or health costs, and will rely entirely on BloodUnion)
BloodGift (Reworked):
You gift an ally with your own blood, restoring 200 health to your target and negating their bleeding. This ability cannot be used on yourself, and costs 85 health and 25 mana to use.
This will work similarly before, but will no longer be usable on the Bloodmage himself. It will only work on his allies. It will heal by an additional 2% per level of Blood Union.
StealEssence:
--Same as before.
ThickenBlood (New Ability):
Thicken the targets blood, halting their stamina regeneration for 3 seconds.
This will incorporate the new "Famine" effect that Kainzo has added to Heroes. The effect will prevent the target from regenerating stamina for a short duration.
RitualOfGelenia (New Ability):
Heals a target ally for 10% of their max HP per level of BloodUnion. Removes all BloodUnion when used.
(This ability will have no mana or health costs, and will rely entirely on BloodUnion)
Awaken:
--Same as before. Going to remove rose reagent however.
--------------------------
Naturally, numbers can be changed (and will probably need it), but this the skeleton of what I have planned.
The goal is to create a healer that is dependent on damaging others in order to adequately heal others. He takes life from opponents and funnels it into his team. He uses the abilities he's casted on enemies to heal his allies.
Additionally, his spells are costly, and force him to use Transfuse on a regular basis. This drives home the feeling of the class being a BloodMage, and also helps balance out his excessive amount of healing capabilities.
With this concept, there is a lot of wiggle room for tweaking. We can alter the effectiveness of BloodUnion, and perhaps make him more reliant on it if necessary. The other option is, of course, to make BloodUnion only have slight influence on his abilities, which is what I've currently got it closer to.
Either way, this is the idea. This will also need to be approved by Kainzo before I add any of it in, but most of it is already coded. Just waiting for the go-ahead.
Here is the Bloodmage concept I am proposing.
Like the previous revamp with Runeblade, I think that, with the exception of a small few, every single skill that the Bloodmage should be reworked/removed. It would be a complete revamp of the entire class, with an entirely new system to accompany the new abilities.
New Proposed Skillset (Will break them down below):
- Antidote
- BloodUnion
- Infusion
- BloodBond
- Transfusion
- ExplodingCyst
- Despoil
- SeveringRital
- BloodGift
- StealEssence
- ThickenBlood
- RitualOfGelenia
- Awaken
--Same as before
BloodUnion (New Ability):
Passive: Your damaging abilities form a Blood Union with the target, allowing you to use different abilities and increasing the effectiveness of the others.
This is the basis of the new Bloodmage. BloodUnion is a counter of sorts that is built up by the Bloodmage when he uses certain abilities. This counter can go up to 5, and influences most of his skills in some way.
We will also be adding a new UI element for this system.
Infusion (Reworked):
Infuse your target with your blood, restoring their health and negating bleeding.
This skill will function the same way as it does on live/test. Large health cost, small health gain. However, the amount healed will be increased by 2% per level of blood union.
BloodBond:
Will function same as before. May reduce healing a bit due to their new skillset.
Transfusion:
Will function same as before. May tweak numbers as necessary.
ExplodingCyst (New Ability):
Forms a large blister on your target and explodes it, dealing dark damage. If you are Blood Union 3 or greater, it will deal additional dark damage over time.
This will be a warmup ability with instant damage. Will increase BloodUnion by 1. If the Bloodmage has BloodUnion 3 or higher, the skill will add a small DoT effect to the target as well.
Despoil:
Steal blood from your target, dealing 95 + dark damage and restoring 110% of the damage dealt back as health. Life stolen is increased by 4% per level of Blood Union. Increases Blood Union by 1.
This is basically a DrainSoul with a warmup. This will heal the Bloodmage for a large amount, and will be their primary source of self-healing.
SeveringRital (New Ability):
Sever the life of all enemies within 5 blocks, dealing 60 instant damage, and doing an additional 51 damage over 7.5 seconds. Requires 3 Blood Union to use. Reduces Blood Union by 3."
This is an instant cast AoE ability that does around moderate damage, and also adds a similarly damaging DoT effect on all targets hit. This will only be usable if the Bloodmage has BloodUnion 3 or higher, and will of course, reduce it by 3 as well.
(This ability will have no mana or health costs, and will rely entirely on BloodUnion)
BloodGift (Reworked):
You gift an ally with your own blood, restoring 200 health to your target and negating their bleeding. This ability cannot be used on yourself, and costs 85 health and 25 mana to use.
This will work similarly before, but will no longer be usable on the Bloodmage himself. It will only work on his allies. It will heal by an additional 2% per level of Blood Union.
StealEssence:
--Same as before.
ThickenBlood (New Ability):
Thicken the targets blood, halting their stamina regeneration for 3 seconds.
This will incorporate the new "Famine" effect that Kainzo has added to Heroes. The effect will prevent the target from regenerating stamina for a short duration.
RitualOfGelenia (New Ability):
Heals a target ally for 10% of their max HP per level of BloodUnion. Removes all BloodUnion when used.
(This ability will have no mana or health costs, and will rely entirely on BloodUnion)
Awaken:
--Same as before. Going to remove rose reagent however.
--------------------------
Naturally, numbers can be changed (and will probably need it), but this the skeleton of what I have planned.
The goal is to create a healer that is dependent on damaging others in order to adequately heal others. He takes life from opponents and funnels it into his team. He uses the abilities he's casted on enemies to heal his allies.
Additionally, his spells are costly, and force him to use Transfuse on a regular basis. This drives home the feeling of the class being a BloodMage, and also helps balance out his excessive amount of healing capabilities.
With this concept, there is a lot of wiggle room for tweaking. We can alter the effectiveness of BloodUnion, and perhaps make him more reliant on it if necessary. The other option is, of course, to make BloodUnion only have slight influence on his abilities, which is what I've currently got it closer to.
Either way, this is the idea. This will also need to be approved by Kainzo before I add any of it in, but most of it is already coded. Just waiting for the go-ahead.