leftovers5
Legacy Supporter 8
- Joined
- Oct 28, 2011
- Location
- USA
For Bloodmage discussion.
Does bloodhound heal the caster for the % of skill damage done also, or just party members?Could we change BloodBond's passive healing through magic damage from 14% to 5%? It's incredibly powerful when combined with Drainsoul.
The caster, too. That's the problem...Does bloodhound heal the caster for the % of skill damage done also, or just party members?
I don't think that we should lower the effect, because if we did we would most likely have to prolong the effects of the skill be requiring to use less mana or it would be useless. Then it would seem less of a toggle skill and more of a passive skill so it would not have any large impact on the class. I think that we should keep it at the same % but possibly increase the mana cost that it requires when it is active so it is only really able to be used effectively if the bloodmage is in a party. This would make the skill more strategic, skill pretty good and it will solve the problem with bloodmages using it as a personal buff instead of a party buff. (not a buff but i am not sure what to call it). It is like how clerics only use groupheal if they are in a group because it costs them alot of mana.The caster, too. That's the problem...
You can just easily party yourself and have it take effect. Which is what people have been doing.
I do like that... Transfuse doesn't seem to get much usage from BMs atm.After reading through this, I can certainly say that bloodbond does not heal the caster. I know a lot of you are concerned about bloodmage, so I suggest we take action! I believe Dsawemd has the solution which can be found here: http://www.herocraftonline.com/main/threads/project-coordination.33127/
By inscreasing the mana drain on bloodbond, the bloodmage will eventually run out of mana and will be forced to use transfuse in group fights.
I agree. A five second silence disables Casters and other Healers especially for far too long.Since bloodbond is broken currently, it's hard to think of numbers, but the drain should eventually drain the bloodmage's mana to 0 after a period of time. I'm not sure what the numbers would be atm but will think more tomorrow.
In addition to bloodbond, I feel that these skills need a lookin at:
Silence: From a 5 second silence it should probably be something like a 3 second silence.
I'd like to revive this and bring up the current state of bloodmage. We all know the horrors of Bastion's BM, but I think it got hit by the Nerf Bat™ too hard.
Looking over the skills, I can see one major problem. That would be the cooldown of the skills and their warm-ups. Even though the cooldowns are low, the fact that you must wait 1.5 just to deal/gain 80 damage/HP is low IMO.
I suggest that all skills be increased in potency Healing/Damage costs (Health/Mana) and cooldown. Similar to many of my other changes, I'm in the opinion that attributes should be used to their full potential. Depending on the class (especially for Hybrids such as BM) they should be able to go healer/Damage depending on how they allocate their attributes. For Example:
Siphon Blood:
Infusion:
- Current-
- Mana: 100
- Cooldown: 5 seconds
- Damage: 40 + 1.5 Int
- Heal: 75% of damage dealt
- New-
- Mana: 100
- Cooldown: 5 seconds
- Damage: 60 + 1.5 Int
- Heal: 45% + 1.5% Wis
Even if you don't like my changes (I just threw them together) I'd like to bring attention back to this class so we can discuss some well deserved fixes.
- Current-
- Mana: 65
- Cooldown: 8 seconds
- Heal: 65 + 1.375 Wis
- Cost: 30 HP
- New-
- Mana: 80
- Cooldown: 10
- Heal: 90 + 1.5 Wis
- Cost: 35
Well, I'd like to clarify some things on the current system, before commenting on yours.My crazy ideas from ME!
Mind you I don't play BM myself, but that doesn't mean I can suggest damn way to fix it
So I was looking over BM's skills and I went over all that "Blood Union" has to offer. IMO the system is overly complicated and provides little benefit. My suggestion is to remove all reliance on the passive and instead make the passive support the skills. To compliment the Union system, I propose the introduction of the "Hemorrhage" system. (Fancy term for bleeding/Look it up) The way it would work:
Maximum Blood Union 20% / 17.5% / 15% / 12.5% / 10% Neutral 10% / 12.5% / 15% / 17.5% / 20% Maximum HemorrhageNow, you may be wondering what the HELL you looking at. The it would work is that a DM would start off neutral. If they use a healing spell such as infusion, they would gain a point tin Blood Union. This make all their healing skills heal more. At the same time, if they use a damage spell, they lose Blood Union. Using damage skills will increase your Hemorrhage and increase your damage. To prevent being neutral from being lackluster, once you gained a point in Blood Union/Hemorrhage, you keep it as long as it lasts. So if you consistently switch between damage and heal spells you would have 10% increase in both.
Note- The numbers are just for demonstration purposes.The point of this system is that it rewards a player to choose a role as a blood mage. While they are certainly viable in doing both, with this they can choose a particular role they want to play and stick with it through out a battle.
Again, I'm not saying this is the only way to fix blood mage, this is just an Idea that would be fun an unique to the class that still fits its playstyle.
TLDR; A new system that makes doing dmg do more dmg / healing heal more hp.
Many suggestions have been given about bloodmage.I'm wondering what we can do to improve bloodmage.. after the nerf they can no longer graveyard run, which is why they were so strong. I think we need to find a way to increase their viability because at this very moment there is practically no one playing Bloodmage
Better skills*Needs more skills in general.
It has 12 skills and one is a passive. It needs BOTH.Better skills*
I agree but is bloodmage really meant to be a support class? I would see it as more of a go and do over time damage with dots or castsMany suggestions have been given about bloodmage.
Bloodmage needs to be made into a more support like class, move more health and mana around, deal less damage, and have real heals. Most people, including myself, think the class would need a small revamp for this to happen. Making small tweaks don't work. It's what made it unappealing last map.
I had the same thought last map. I played bloodmage the majority of the map and got mad when people suggested anything along the lines of making bloodmage more support. I realized later I was wrong. Bloodmage is meant to be support. The bloodunion system started the journey in that direction but the class is still lacking. If you want lots of DoT and casts, go necromancer.I agree but is bloodmage really meant to be a support class? I would see it as more of a go and do over time damage with dots or casts