October 07, 2013, 23:23:25 |
I am assuming either Pain Flask's spell description or Link of Pain's description has not been changed as it is not stated so in the change log. For those that do not know what each states:
Pain Flask's spell description: "Master of alchemy and elemental forces, the Eniripsa can take damage received and transmit around himself
Link of Pain's description: "Inflicts xx% of damage from single-target spells on the cells adjacent to the target
." Note: xx is an amount dependent on the level of Pain Flask (Level/2).
With that said, there's a conflict here... To match Pain Flask's spell description, Link of Pain needs to be only applied to the Eniripsa and not any other target. As of now, it can be applied to any other target except the Eniripsa. If Link of Pain's description is the intended effect then Pain Flask's spell description needs to be modified to reflect what it actually does. If Pain Flask's spell description is the correct version then the Link of Pain effect needs to be modified to match it.
Now onto the things that were changed...
Pain Flask: In order to boost the Air Branch, Link of Pain will now spread in a square of 1, and no longer a cross of 1.
Assuming Link of Pain's description is correct and is the intended effect the developers had wanted then this just made an already situational effect even more situational. The increased spread is a nice buff but it also limits its usage even more so due to its ability to harm allies as well. Also, this counters the goal the developers has set forth for the air branch, which is to use spell's effects more.
Master Propagator: We decided to rebalance this Specialty. The old version could lead players not to use the effects of their spells and only stack damages. It will now be the opposite. Using spells’ effects will now be the main interest. At max level, it will change from “+2% Air damage per level of Propagator” to “+2% Air damage per level of Propagator consumed (maximum 100%).
I'd like to edit this a bit:
Master Propagator: We decided to rebalance this Specialty. The old version could lead players not to use the effects of their spells and only stack damages.
It will now be the opposite.
Using spells’ effects will now be the main interest. At max level, it will change from “+2% Air damage per level of Propagator” to “+2% Air damage per level of Propagator consumed (maximum 100%).
Reason for edit:
Old version: Avoided effects + stack damage bonus
Opposite of old version: Use effects + not stack damage bonus
New version: Use effects + stack damage bonus
If you truly wanted to do the opposite of the old version then you would have modified the effects and/or the effect's propagator cost to encourage players to choose to apply the effects instead of opting for the damage bonus. This is what I liked about the old version, the ability to have a choice
: effects or damage bonus. In the old version, I could have opted to build my damage bonus quickly or to focus on applying effects in a consistent manner or a combination of both. With the new version, it now takes longer to max the damage bonus (Approximately 10% per turn for 5 propagator cost, 11% per turn for 10 propagator cost, and 16% per turn for 20 propagator cost* vs 20% per turn in the old version) while being forced to use an effect which may or may not be that useful depending on the level of the spell and/or spell used. Granted, I no longer have to worry about losing some of the damage bonus when using spells' effects in this version.
*: This is for 10 AP and maybe higher for builds that have more AP. Also, I may be wrong as I did it quickly.