STDs4YouAnd4Me
Legacy Supporter 8
- Joined
- Sep 11, 2012
Currently there are ZERO channeled spells on Herocraft. For those of you who aren't familiar, a channeled spell is any spell that is casted in a constant wave and breaks only when the caster takes damage/moves a block.
My idea is that skills like energise/replenish/meditate should be channeled spells. They should have a 0 second cooldown and give x% of mana or stamina per second (I'm thinking no less than 15%, would scale off wisdom).
Classes that already have mana/stamina regen spells are perfectly suited for channeling since they have skills that enable them to get in position of channeling. A wizard can blink or entangle and channel. A Druid can entangle and channel. A ninja can backflip/grapple and channel. A disciple can forcepush and channel.
Is channeling even possible? Probably. With the emergence of the skill Rupture I think it can be modified to work for channeling as well. With rupture, if you move a block you take damage. Perhaps it can be modified to know that if you move a block or take damage the channeling ends?
Why do we even need channeling for mana and stamina regeneration? First and foremost, it brings a little bit of flavour into the game. Channeling is such a big part of RPGs and its mad that it doesn't exist in Herocraft yet. It could bring in new and exciting spells for Support classes. As an example, imagine a channelling spell where a Druid is channeling stamina to its Ninja teammate 200 Stamina every second. You'd want to stop that madness before it gets out of hand.
Most importantly, I've seen the cancer that is Mana starving classes trying to level near the edge of the map. With mobs having such high HP you can run out of mana on just 1 mob. If your mana regen had a 0 second cooldown and just requires you to have a little space to make it work, that'll make a lot of difference.
@Delfofthebla I'm looking at you, kid.
My idea is that skills like energise/replenish/meditate should be channeled spells. They should have a 0 second cooldown and give x% of mana or stamina per second (I'm thinking no less than 15%, would scale off wisdom).
Classes that already have mana/stamina regen spells are perfectly suited for channeling since they have skills that enable them to get in position of channeling. A wizard can blink or entangle and channel. A Druid can entangle and channel. A ninja can backflip/grapple and channel. A disciple can forcepush and channel.
Is channeling even possible? Probably. With the emergence of the skill Rupture I think it can be modified to work for channeling as well. With rupture, if you move a block you take damage. Perhaps it can be modified to know that if you move a block or take damage the channeling ends?
Why do we even need channeling for mana and stamina regeneration? First and foremost, it brings a little bit of flavour into the game. Channeling is such a big part of RPGs and its mad that it doesn't exist in Herocraft yet. It could bring in new and exciting spells for Support classes. As an example, imagine a channelling spell where a Druid is channeling stamina to its Ninja teammate 200 Stamina every second. You'd want to stop that madness before it gets out of hand.
Most importantly, I've seen the cancer that is Mana starving classes trying to level near the edge of the map. With mobs having such high HP you can run out of mana on just 1 mob. If your mana regen had a 0 second cooldown and just requires you to have a little space to make it work, that'll make a lot of difference.
@Delfofthebla I'm looking at you, kid.