Give yetis Magic Resistance
Senda has a few spell which are anti-magic (silence and anti0healing aura). Having her tank summons being magic resistant makes perfect sense. Maybe 30% at first and up to 85% by the end.
Senda has a few spell which are anti-magic (silence and anti0healing aura). Having her tank summons being magic resistant makes perfect sense. Maybe 30% at first and up to 85% by the end.
People will still not use them. Plus a game mechanic like this would actually take time to change, and the dev's aren't able to address things that take an hour to fix.
Hehe... give yetis anything to make them useful... I agree with your thought though and think that would be a good move in the right direction.
Giving yeti's magic resistance would work well because they could be used to chase away casters like torch. They would also make it useful to have summons in giant battles where 1000s od dps are being sent out. They would actually absorb damage like they are supposed to.
BUT, lowering the mana cost of yetis is a MUST idea either way. They cost a fortune.
You are out of your mind. They already have very high HP which makes them more resistant to other summons as-is, not to mention sedna's regen aura gives them an indirect defense against AoEs.
85% magic resistance on a 2k+ health minion would be outrageous. The strong autoattack characters are strong enough already.
I would much rather see Wild Swings be a passive effect at all levels, starting at perhaps 10% or 15% and climbing up to 40% or 60%, with an additional damage boost placed somewhere else in the tree.
Give the yetis jetpacks and chainsaws. Seriously, how cool would that be?
AoE snowballs. ![]()
Yetis cost less mana and they get a boost to atack and atack speed. Sednas yetis should draw or complement Sednas abilities, they already have high Hp to get the most out of sednas regen why not give them a better atack to create a sedna minion auto atack build (Although something in my head is screaming OVERPOWER!).
Well here are somethings that might help:
1-20% of damage to sedna goes to Yetis.
2-Yetis gets higher armor and regen.
3-The ability to force minions to atack them.
4-They have a 20% chance to take the damage dealt to sedna by a skill.
5-Yetis create a atacka speed reducing aura.
I guess the key to the Sedna Yetis issue is what skills is sedna surrendering to get Yetis, cause in any other demigod Yetis would be ok but sedna has so many great skills that they look like crap, so i guess they should be balanced to make them a counter, and the only thing she needs to counter is minion builds cause of her lack of AoE.
Hope i helped.
It'd give sedna far more utility against enemy heavy weapon platforms.
Not going to work against imba nids though.
THe problem with Yetis isn't their ability to survive, but rather their ability to kill/harm.
My suggestions:
on a side note i will love that the 200 AoE damage that heal 4 gives will become a 200 AoE heal.
To elaborate on a serious noter for Sedna's Yetis, I think there is a crucial role they can fill that migh entice people to take them. As people who play sedna know, AoE is her weak point. Period. If Yetis could provide AoE support, either with cleaving strikes or... literally, tossed snowballs with small AoEs... I think that would help a lot. I still can't figure out how to make Yetis figure into a Sedna build without ditching like.. .Pounce, and really, who wants to lose Pounce?
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