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[MERGED PR] Nerfs Rathen's Secret and Magic Missile spells
#3
I figure Wizards should always be able to take any crew member 1v1 with little trouble unless they get completely blind-sided or have drained their cool-downs, and be forced to retreat when faced with 3+ crew members. 1v2 should be a toss-up.

Would it be possible to severely scale spell efficacy / damage / stun time inversely proportionate to the number people the spell hits at once or in sequence?

Also maybe arse-nath could have its range reduced from screen-wide to give people a chance to sprint in the opposite direction.

Edit: Actually does the remove weaken in this PR already achieve that or are they still knocked down long enough to be comboed?


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RE: [PR] Nerfs Rathen's Secret and Magic Missile spells - by MetricDuck - 06-17-2021, 03:27 AM

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