Can't understand why this doesn't exist in game yet

Damage autmenting gear for spell oriented heroes

It's very simple, we need items that go into activated slots that up our magic damage. There is no reason for it to be discussed beyond this, it needs to happen. Very high priority to.

I mainly play oak and TB. I rarely loose as oak. Pentinence, shield, aoe that stack attack and run speed, and monks. As TB I can outlevel anyone, but it doesn't matter when 15 minutes into the game everyone has 4k 5k 6k + health. Most of the demigods I feel are very balanced, but creating variations in items that allow different build from vlemish plenor unbreakable hauberk nimoth chest guard would be nice. In fact I just lost a game as TB where at the end I had twice the amount of gold the opponents had, more kills, no deaths, but I still couldn't solo the opposition. Sedna, QoT, Oak, all together, all healing shielding and priesting it up. As if healing itself wasn't vastly more mana efficient than damage spells, it sucks I can't increase my damage output in some other way than stacking my auto attack. As Oak this is preferred.

Insert posts here about how it will upset game balance. So what? this games balance is way off when you stack certain synergistic skills together. Play to win right? I shouldn't have to play only 2 or 3 DG, they should all be fun and enjoyable, and right now spell oriented gameplay just becomes stupid after level 10.

I was playing Ice TB, incase it matters.

4,159 views 25 replies
Reply #1 Top

It sounds like you had a bad matchup. Where were your allies? you talk about synergy among the enemies but complain about allies teaming up. As Frost TB you have many interrupts and debuffs, including a very powerful group stun. With all your gold I can only assume you were very well geared. What of your allies?

I admit Oak/Sedna/QoT is a pretty extreme matchup. Tons of minions and priests, and if they were smart, they all chose 3 different monk types to stack healing better, along with Shield, Heal, and Bramble Shield. But we need to know more about the game you played it. Skill damage certainly does taper off towards the end though with artifacts entering the fray, that's something I can agree with.

Reply #2 Top

My team was regulus and erubus. Erubus went mist (no stun) and bite/batswarm but erubus stun and TB stun don't go well together. Regulus went snipe mines and heavens wrath favor. Neither of them were bad, but they weren't the best team I've ever had. We were doing good on WarRank till about 4, and the minion army started over taking us hard. I started back capping there flags and equalized out the warscore, but eventually they stabalized, prevented me from caping the back flags, and then started getting ours. I was level 17, there highest level player was 12 I think.

I had 7 k HP or something similar, near infinite mana, took anklets as favor and wand of speed + teleports and caps. Full ice build. At the end of the game I had 37000 gold, the opposing team had 17000 - 23000 a piece. They got to giants before us, we never got to giants. I know there is a correlation between having the creep waves piling up on your side of the field and then giants starting to pour in, to you loosing. This is the point though, the damage stoped scalling. There was no more gear to purchase at the normal store, and we couldn't knock out the opposing team on the artifact shop. The more we stood in 1 place and fought, the more our flags got stole, and the less offensive we were able to be.

I'm not claiming to be the best player out there, but I'm decent at this game. I really believe we need damage increasing gear. I can increase minion damage, get gloves that crit, gloves that cause slow. I can even get movement gear and some activatable abilities through items, but apparently I can't increase my magic damage. Pretty elite game design, this should have been considered and implemented long ago during the planning phase, not be out on the market like this.

Reply #3 Top

Perhaps if you'd invested some of your huge excess gold into your citadel, you might not have run into the issues you've found. It seems like your topci here is a good example of how sometimes the best equipped demigod can't save you if you ignore your citadel upgrades.

Reply #4 Top

So you believe that the thread starter's idea is a bad one? Where are your arguments against items that would increase spell damage?

I would guess that your response to this thread are so strange because you believe that the creator of the thread is trying to blame his loss on balance. Is it not more likely that the creator of the thread took an example in oder to make it more clear why spell damage items are needed?

A good respons would be to agree, preferably with additional arguments or argue against spell damage items. Proving that one of the thread starter's argument is wrong does not make his idea bad. It is easy to assume that someone is wrong if they say anything that seems to be wrong or spell wrong, but our goal here should not be to make the creator of the thread wrong but to come up with good ideas. Ideas that would improve this game.

I hope everyone in this thread has that goal, otherwise you are clearly in the wrong part of the forum.

So lets continue the discussion, would spell damage items make this game more fun?

 

Reply #5 Top

A few things that crossed my mind when I read your post:

 

  1. TB does pretty much the same damage as anyone else with autoattack without any enhancements.  The ability to increase his autoattack damage by 50% puts him considerably ahead of everyone but UB with Beastial Wrath active when it comes to potential late game autoattack damage.
  2. TB is not the only magic damage character.  Ooze+Spit UB is heavily magic damage based, for example.  If your end goal is to make TB better late game you need to realise a character's effectiveness is completely relative.  Altering a game mechanic which affects every DG won't necessarily accomplish your goal.
  3. TB has a 50% attack speed reduction with permafrost and RoI.  Another reason why he shouldn't necessarily fare all that badly with the current balance and why upsetting that balance might not make him more viable.
  4. There are items which negatively affect autoattack damage and none for magic damage (excluding the bulwark which affects all damage).
  5. In an ultra long game which you seem to have had there's always stormbringer which does increase magic damage indirectly.
  6. You imply that spell power improving items wouldn't affect shields and heals.  Why? 
  • If heals and shields were affected by these items how would it affect your gameplay?

 

Reply #6 Top

So lets continue the discussion, would spell damage items make this game more fun?
End of quote
Way too vague.  Are we talking 5%, 10%, 20%, 50%, 100%?  Spell crits, that kind of thing?

My gut reaction is "no, it would not make it more fun."  I'm sick of mine spam and getting sniped over and over and fighting Spit+Ooze UBs, so making those spells more effective does not actually sound like a lot of fun to me.

Personally I think this guy's issue is that he doesn't see how well ice TB stacks up in the current system and also that he just doesn't realize ice will never be a strong magic damage build.  It's got RoI and Shatter, that's it.  A 14 second and a 15 second cooldown...  Increase the damage by 50% and it's still not going to make an ice build into a high magic damage setup.

Even though ice has some nice magic burst, it's still a debuff and auto-attack centric build and he just doesn't seem to enjoy it.

Reply #7 Top

Okay I preach this all over the place, but once again...TB's influence on a game is more than his ability to kill enemy DGs. He kills enemy creeps better than any other DG that I can think of off-hand. If your enemy has a bunch of giants with 400hp vs your bunch of giants with 2000 hp, then your giants are gonna plow through to their citadel.

People always neglect to think about that when they talk about TB's balance. I think GPG was completely aware of that though.

 

some sarcasm: I think that it would be great if I could upgrade the AoE on my Torch bearer enough via items to one shot a swarm of giants with my fire nova. In fact, they should fly in the air once I buy enough magic boosters :grin: .

 

 

Reply #8 Top

With that much gold you had and such a big level advantage, you should have won. IF you didnt, you did something wrong, and it doesnt mean the game needs some extra items that make you win more easily.

With that much gold ahead you could have easily have giants first. Not enough warrank? use capture locks all the time.

To me it sounds like your loss was just a combination of bad teamwork and not enough citadel upgrades.

Reply #9 Top

It would be quite an interesting match to watch...Your team has huge damage advantage with the builds you mentioned and your opponents had high survivability.

I guess it went down to team work really but that is contradicted by the fact that you outleveled them meaning you were striking quite a few kills. TBH Lord E and Oak are usually late bloomers and they shine mid game so that shift of power may have confused your team.

Minions and creeps should have never been a problem with a TB and Mines Rag in hand but I guess your team work didn't match up to them in the end. If you wanted more kick you should go fire and not blame lack of magic boosing items. (BTW cool down and cast time reducers are there)

Reply #10 Top

I'm finding out the only way to enhance Ice TB is with staff of renewal and stormbringer. These in combination allow shennanigans to occur.

All in all though, this game seems to increase everything else, why not spell / heal damage. Cooldown increases exist for all classes, but many spit UB and Regulus players still don't equip these items. They would rather focus on AA / health. As if this game didn't already have an over emphasis on health stacking, I still strongly agree with the need of magic enhancing items. Either in the form of crit% or strait % damage boost.

Reply #11 Top

The OP is correct.

Why is there no way to increase the damage done by skills?

Similarly, why is there no way to mitigate the damage done by skills?

Why is Sedna's pounce hitting me for 1000 regardless of my armor? Why is TB doing 1050 damage with each fireball?

Here are my suggestions:

The more total mana you have, the more damage/healing your skills and abilities should do. 1% increase in damage for every 100 mana beyond base mana sounds pretty reasonable to me. This would give casters an incentive to stack mana instead of hp.

Also make it so that armor provides some mitigation against skills. 50% physical mitigation should equate to ~20% mitigation in skill damage for instance.

These two changes would make the game a lot more balanced, introduce a LOT more different builds, and would also make it so that certain classes do not become obsolete as the game progresses.

 

Reply #12 Top

Quoting Schobbo, reply 8
With that much gold you had and such a big level advantage, you should have won. IF you didnt, you did something wrong, and it doesnt mean the game needs some extra items that make you win more easily.

With that much gold ahead you could have easily have giants first. Not enough warrank? use capture locks all the time.

To me it sounds like your loss was just a combination of bad teamwork and not enough citadel upgrades.
End of Schobbo's quote

Thats was the problem. No armor problem, or HP problem, or skill damage, or white hits, or any other balance stuff.

Sedna + QoT + Oak can survive longer, especially if they coordinate well.

TB + Reg + LE can kill 1 of them b4 some of their team kills one of this team, IF they have a good teamwork.

Again, this is a group game, best team wins, not the great player alone in a lane, especially a ice TB, that can't and wont kill a DG by his own, especially any of those in the other team, in this situation.

Reply #13 Top

I don't quite think this would make the game more fun... I do think that there should be an ability, like Morale, that boosts ability damage output by a percentage. This would make builds more diverse.

Reply #14 Top

Ice TB isn't meant to be a strong dueler. He shines in big fights. 

Reply #15 Top

I think TB suffers from this apparent stagnation of spells more than all the other DG's, and that's what has led you to this conclusion, but I suspect the spell damage increases you are suggesting would end up unbalanced.  50% more damage late game might be ok on an ice TB, but you don't really want to get hit with a 2000 damage spit and a 1500 damage pounce do you?

 

Additionally, you didn't take the spec that would give you the most damage ability.  I can understand wanting to be able to kill a level 12 one on one when you are 5 levels higher, but part of that is speccing for the ability to do so. Full ice is definitely a utility/group build, not enough damage to take someone down.  Mostly Ice with Fire ball and the synergy would have really turned the tables for you I think.  Fireball, nova, rain of ice, deep freeze, fireball is a lot of damage at level 17, and might give you the soloing ability it sounds like you want.

Reply #16 Top

Quoting U1tralisk, reply 15
I think TB suffers from this apparent stagnation of spells more than all the other DG's, and that's what has led you to this conclusion, but I suspect the spell damage increases you are suggesting would end up unbalanced.  50% more damage late game might be ok on an ice TB, but you don't really want to get hit with a 2000 damage spit and a 1500 damage pounce do you?
End of U1tralisk's quote

You won't get hit by a 2000 dmg spit and a 1500 dmg pounce if there is a mechanism for mitigating damage from special abilities, like I suggested above. Obviously if we give people the means to increase their special ability damage, we need to give them to decrease incoming damage from special abilities as well, to make things balanced.

Reply #17 Top

Quoting U1tralisk, reply 15
50% more damage late game might be ok on an ice TB, but you don't really want to get hit with a 2000 damage spit and a 1500 damage pounce do you?
End of U1tralisk's quote

Late game UB in particular benefits more from +armor and +attack damage than TB can in either of his forms. If an UB wants to sacrifice either of these stats to increase the damage of 1 skill, I don't see any reason why this wouldn't be fair. Sedna as well, I find myself late game with lots of survivability but only 1 source of damage, pounce. Increasing spell damage on sedna would potentially let me create more damage output, but since my only skill based damage is pounce I would be sacrificing a lot of HP for a small additional amount of damage.

In the end, + increase to spell damage or spell crit chance will benefit characters that have a large amount of skill based damage, like regulus and TB, without upsetting balance in favor of would be considered 'imbalanced' classes. There is a problem with damage not scaling properly in proportion to HP gained per level and per gold, it should be counterable by allowing damage to be scalled with gold without augmenting auto attack. I still fail to realize how any player of this game could post anything stating otherwise.

Reply #18 Top

This isn't unique to TB though. All ability-based builds tend to have a window of dominance and then are overtaken late game by fully developed AA or Minion builds. How do you know this is not intended? 

Reply #19 Top

Well heals and shields don't scale either.  Wouldn't your problem still persist when those started scaling up too?  You're not going to solo a sedna who can heal for 2400+ who'se getting 2400+ shield as well.

In fact I would say that you would fare worse in that situation than you currently do, even if your RoI did 1200 damage.

Reply #20 Top

Ice tb is sort of about doing 1 large burst of damage, and then debuffing your enemy so they cant recover from that disadvamtage. are you saying they should make it so that ice TB's large burst of damage should completley wreck an oponent, insuring victory no matter what the consequence?

asuming a full ice build with points into fireball for fire and ice your large bursts of damage total up to 3425 damage, and leave your oponent with decreased movement and atack speed. even at max level thats quite a bit of damage. hell, if you open with a fireball the cd will probably be up by the time you use all other abilities, adding another 1350 to that total.

 

Reply #21 Top

asuming a full ice build with points into fireball for fire and ice your large bursts of damage total up to 3425 damage, and leave your oponent with decreased movement and atack speed
End of quote
Not true, you can only do that much damage by shattering, which consumes the attack and movement speed debuffs.  That being said, the silence is pretty devestating.

Reply #22 Top

I think leaving out magic boosters and magic mitigation was intentional...it would take a LOT more thought on balance issues to incorporate that sorta stuff into the game.

 

Reply #23 Top

Quoting SoFFacet, reply 18
This isn't unique to TB though. All ability-based builds tend to have a window of dominance and then are overtaken late game by fully developed AA or Minion builds. How do you know this is not intended? 
End of SoFFacet's quote

The only thing they are overtaken late game by is people who stack HP at the expense of every other stat else. A regulus that does 400dmg per AA is not as problematic as a regulus that does not go down in 4 fireballs.

Reply #24 Top

Quoting Tenk51, reply 20
asuming a full ice build with points into fireball for fire and ice your large bursts of damage total up to 3425 damage, and leave your oponent with decreased movement and atack speed.
End of Tenk51's quote

If you do that much damage that means you're using the shatter combo.  The only debuffs they will have after that are the Deep Freeze temporary cooldown increase, and the Permafrost movement speed reduction if they're close enough.  The debuffs applied by Ice Nova and Rain of Ice are consumed by using Deep Freeze.....you have to choose between burst damage and your debuffs.

Reply #25 Top

Don't forget that items cost gold and takes a slot. Spell damage items should ofcourse be balanced if implemented.