Squimpy Posted November 1 Share Posted November 1 Hi, I wonder why spells like Lost Evocation (lost souls), Amok (bandits), Twilight Pestilence (twilight), Plague, Maelstrom or Noxios Cloud only have max 8 charges when a simular powerfull spell like Regrowth, Bloodthrist or Earthen Gift (stoneskin) have max 12. Would like to have an adjustment to max 12 charges for every of these spells. Link to comment Share on other sites More sharing options...
RadicalX Posted November 4 Share Posted November 4 Hey, Generally speaking unit sustain spells tend to have a higher uptime requirement compared to damage spells. Furthermore, gameplay gets more disrupted when losing access to sustain compared to the absence of damage spells, which sometimes just get used to accelerate the clear. Cards like Regrowth also do have quite low cooldown, so they can be applied quite frequently. I can go through the mentioned spells one by one, explaining the reasoning behind existing spell limitations. Lost Evocation tends to require less charges in general, because its buff uptime is demon life time + 20 seconds. This is 45 seconds by default and can even get extended by using cards like Revenant's Blessing. Plague is one of the best damage spells in the game. It even gets paired with offering in order to reset the spell cooldowns. Charges are a balancing lever here. Twilight Pestilence probably was seen as a primary damage spell with its huge spread radius, but considering the damage is not nearly as impactful as splash alternatives like Noxious Cloud or Cluster Explosion, the card will see a utility oriented buff with a charge increase to 12 in our upcoming Twilight update. Amok is one of the most powerful cc spells in the game and the charge limitation is more of a soft cap, because charge refresh rate is powercost / 2. The cooldown only increases from 30 to 45 seconds on upgrade 3. I think it's totally fine to argue for 12 charges in this case, it wouldn't necessarily change too much. Noxious Cloud has 30 seconds uptime and the poison doesn't stack beyond the existing damage cap on multiple casts, so the spell rarely should be used more than once per camp. Even though the cooldown is only at 20 seconds hitting charge limitations is quite unlikely unless you are attempting to solo multiplayer rPvE maps on the highest difficulties. I argee a charge increase for Maelstrom would be beneficial given that decks which are reliant on Maelstrom usage as a damage and cc source usually miss access to reliable damage tools. Frost cards also tend to have slightly more charges than other factions. Maelstrom originally was a much more expensive spell with less AoE damage and Frost used to have no access to void return, so a charge issue never became evident back then. WindHunter, 4esan4o95 and Metagross31 like this Link to comment Share on other sites More sharing options...
Squimpy Posted November 23 Author Share Posted November 23 Hi RadicalX, thank you for your view on this topic. Im also happy to see that Twilight Pestilence, Amok and Maelstrom could see an increase in charges. My initial thoughs was that Lost Evocation is the only way to increase lost souls t4 units dmg to a level where they can clean camps (with champs) effectively. I was playing Lost Dragon and Lost Warlord in this setting and even though Warlord has good dmg, I needed some good backline unit. Dragon is ok, but more of an utillity tool. Link to comment Share on other sites More sharing options...
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