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Suggestion Disciple Suggestions/Tweaks

Keache

Legacy Supporter 7
Joined
Feb 20, 2012
Location
New Hampshire
Alright, so I'd like to offer some feedback and suggestions for some changes to Disciple. This thread is not because Disciples as a whole are necessarily broken or under/overpowered, but because I feel like it's lacking some "fun" things, or like something doesn't fit.

So, having said that, here we go. Going to start with current abilities as I see them.

FlyingKick: This is a cool ability, to say the least. Despite that, it feels very unsatisfying and... odd for Disciple. Yes, it can interrupt abilities, but it is often slow to do so and unreliable unless used on someone who's casting something big. Otherwise, it does negligible damage (not that I particularly mind... Disciple's aren't meant to do great amounts of damage) and has limited combat usefulness. And no, I'm not talking about chasing. In a group or solo situation, FlyingKick has no real use other than jumping up in the air, but that's mostly a waste of time that you could otherwise be using to do something more useful, i.e punch people or chakra spam. To make it a really powerful catch-up ability, you'd need to dump a lot of stat points into agility, which honestly would be better used in intellect for forcepull range, which has better scaling a base range than flyingkick. Also, in my honest opinion, It feels odd in the sense that I'm jumping around like a Dragoon; I would think that Disciples throw other people, not themselves. That, and the cooldown is LONG.

Ironfist: Also seems lackluster now. When I first joined Herocraft it was like this really big explosion that launched people; it was cool! Now it's more of a wimpy shove which gives an unnoticeable 2 second slow level 2. I understand that fall damage is OP, but giving your enemies air time was a fun part of that ability. I would suggest changing it to be more impactful without being lolopfalldamage or removing it in favor of a different, more interesting (aoe?) ability.

I think FlyingKick was more fun/interesting as an ability that threw people directly into the air; that was funny.
I would suggest that Ironfist should be changed, buffed, or removed.

Meditate: After playing around on the test server, it looks like Disciples have gone back to using a LOT of mana and much less stamina. I would like to suggest either increasing stamina costs for Disciple and lowering mana costs, or increasing meditate's cooldown and allowing it to restore full mana once again.

Suggestion time:

Was playing around on test servers with Necromancers and Pyromancers and I said to myself "You know, we should really have more abilities for all classes that are like Bone Spear and Dragons Breath! They're really cool!." Well, I thought of several things that I would like to share/ask of you...

Forcepush Change - Make it act like Bone Spear

An interesting spin on this ability that would make it cool and interesting - have it act like bonespear or dragonsbreath so that it is more reliable and requires more skill to use. I'm not sure if it's possible to do something like this, and lots of balance testing would be required, but I think that an ability like this (with a lot of fireworks included) would be amazing. Or, you could even add this as a separate ability with a cast time and longer cooldown and use it to replace flyingkick or ironfist.

TLRD: Add moar fireworks.

That's about it for now. I may come up with more stuff later, but I just wanted to share this while I could. Thoughts/suggestions appreciated.

Thank you,
Keache
 

Egorh

Outcast
Legacy Supporter 7
Joined
Jun 30, 2011
Ok

For flyingkick-The reason it was changed was because Delf wanted to remove fall damage completely from disciple because of how unblanacable it was (same goes for iron fist). Since flyingkick was a silence and knockup skill those things needed to be compensated. Silence->Interrupt. Knockup->Gap Closer (you may have to little agility to make it useful Keache). In my opinion I love the skill, it can be used for damage, gap closer, or interrupt. I don't exactly know what you mean 'odd for disciple' but imo it fits it more than a silencing knockup (the name is flyingkick...).

For ironfist-Ironfist like flyingkick was just broken due to fall damage. Killing everyone without tumble and getting screwed over by those with it. The only use for ironfist was the fall damage, people may think it disorients the person but really it doesn't do much (for me ironfist would sorta make me lose track of my target). The new ironfist is a slight knockback with a slow which in my opinion is more useful.

Meditate-Eh. It really just depends on you wisdom/intellect/endurance. I have a lot of endurance so stamina is not really a problem, I also have decent amounts of intellect/wisdom so meditate is only needed for me near the end of the fight.

The forcepush idea- Imo I just don't think it would fit very well
 
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Keache

Legacy Supporter 7
Joined
Feb 20, 2012
Location
New Hampshire
Ok

For flyingkick-The reason it was changed was because Delf wanted to remove fall damage completely from disciple because of how unblanacable it was (same goes for iron fist). Since flyingkick was a silence and knockup skill those things needed to be compensated. Silence->Interrupt. Knockup->Gap Closer (you may have to little agility to make it useful Keache). In my opinion I love the skill, it can be used for damage, gap closer, or interrupt. I don't exactly know what you mean 'odd for disciple' but imo it fits it more than a silencing knockup (the name is flyingkick...).

For ironfist-Ironfist like flyingkick was just broken due to fall damage. Killing everyone without tumble and getting screwed over by those with it. The only use for ironfist was the fall damage, people may think it disorients the person but really it doesn't do much (for me ironfist would sorta make me lose track of my target). The new ironfist is a slight knockback with a slow which in my opinion is more useful.

Meditate-Eh. It really just depends on you wisdom/intellect/endurance. I have a lot of endurance so stamina is not really a problem, I also have decent amounts of intellect/wisdom so meditate is only needed for me near the end of the fight.

The forcepush idea- Imo I just don't think it would fit very well


As far as fall damage is concerned, there are ways to mitigate that. Regardless, I believe that FlyingKick is odd for Disciple in this rendition of it because we're not acrobats or dragoons for that matter... It can't be used for damage (unless you put 35 points into strength), interrupt is delayed because it takes a phew for FlyingKick to land, it's negligible as a gap closer because forcepull is superior in nearly every way.

The new ironfist's slow is terrible, and it's a boring ability

Yes, I recognize that fall damage can be a problem. BUT - look at it this way. Agility (enough agility, anyway) is easily obtainable by almost every class. The classes that can't, well even then the fall damage is not that great.

Regardless of the fact, I'm not necessarily saying "change everything back!" but rather "make it more interesting". That's why I think adding more stuff that's reminiscent of bone spear would be great, because it would make for interesting and cool abilities with cool visuals and everything, not to mention you'd actually get to aim forcepush. Ultimately, I agree that it might not work as well in actuality as it would on paper, which is why it would cool to get a new ability in addition to forcepush, that being Forcewave.
 
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