Mar 01, 2007, 03:01 PM // 15:01
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#22
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Kyune
...Fair enough. Because Gust itself did damage I wanted to maintain that aspect of the skill, and had envisioned that the damage would be the same as to conjure element damage--an additional 'hit' and separately able to be reduced by armor/prot effects.
If it does too much damage it's a 321 spike skill.
If it does too little ignore it for gale.
As a hex, likely it ends up being too similar to other spells in the line and just be superseded by them.
As an enchantment...may as well just be a glyph. In either case, the best hope would be that damage gets removed from the skill and it just provides a reasonably good chance of things happening when conditions are met, and air's 'thing' is KD and blindness.
Can't increase KD, 3s was already pushing it with pre-umpteenth-nerf gale which was effective to begin with and then started to see heavy abuse with Savannah Heat and other remote AoE drops. Yet, at 3s Gust still not getting used.
Ease the conditions and it gets too easy for secondaries to use, raise them and it'll either be gone forever or used in discord-like teams if the corresponding effect is great enough.
That said, I'll stop trying now since I simply don't have enough insight into the game to be constructive here, or enough foresight to see how this is going to end somewhere positively.
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U can prevent that it becomes a spikeskill, by adding:
If the target is knocked down when gust is cast then gust will not deal damage.
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