October 31, 2011, 01:30:29 |
#1
Pandawa - A few suggestions
Hey everyone.
The earth build is ok, but fire and water build are facing some problems.
- Difficult to keep enemies beside barrel.
- Only useful if hybrid
- Dizzy state is something too repetitive, no changes when a spell gets a higher level
- Water branch has too similar spell arsenal, and their effects are only useful for fire build
----------
Water Branch
I'd like to suggest some changes to their spells, something that would create a link between the water spells, and not only to fire ones.
Milky Breath
3 AP, 1-2 range, cannot be increased.
Level 1: 4 water damage, if Dizzy: 7 water damage, instead of normal damage.
Level 20: 9 water damage, if Dizzy: 13 water damage, instead of normal damage.
Level 50: 17 water damage, if Dizzy: 21 water damage, instead of normal damage.
Level 100: 29 water damage, if Dizzy: 33 water damage, instead of normal damage.
Critical: 50% more damage, (43 water damage at lvl 100 for example)
Bubble Trouble
3 AP, 1-6 range, cannot be increased.
Level 1: 2 water damage, if Dizzy: Confusion (+1 Level)
Level 20: 9 water damage, if Dizzy: Confusion (+2 Levels)
Level 50: 15 water damage, if Dizzy: Confusion (+5 Levels)
Level 100: 22 water damage, if Dizzy: Confusion (+10 levels)
Confusion: attacks adjacent targets in the beginning of the turn. Damage based on Pandawa's Chance. More chance power, stronger is the bamboo milk effect :p
Level 1: 2 water damage
Level 2: 3 water damage
Level 5: 6 water damage
Level 10: 11 water damage
...
Level 20: 21 water damage
----------------
Fire Branch
Explosive Flask
Blindness effect is way too strong (5 turns duration).
+5% chance of adding Blindness State for each level of Dizzy, starting with 30% chance at level 1 Dizzy.
----------------
Bamboozle
4 to 2 AP cost, 1-3 range. Effects are changed.
The spell does not cost WP anymore, but has a cast limit of 1 per turn.
Effects: pulls all targets in a cross area of effect of size 3 toward the barrel, +1 Level of Merry (Panda).
Level 1: Pulls 1 square, 4 AP
Level 3: Pulls 2 squares, 3 AP
Level 6: Pulls 2 squares, 2 AP
Level 9: Pulls 3 squares, 2 AP
Barrel of Laughs
Useless spell, I don't know why the... Ankama keeps adding exploding-like spells to the game. First Sadidas (OP), then Pandawas and now Fecas... It needs to be changed. I'm sure this spell was added because of the lack of creativity on adding another one passive ability to the class.
New effect idea: the barrel would have kind of an aura that heals all allies and reduces the lock of enemies around it in the beginning of Panda's turn.
Level 1: heals 1% HP, -5 Lock.
Level 10: heals 3% HP, -25 Lock.
Level 20: Heals 5% HP, -50 Lock.
That's it, thanks!
The earth build is ok, but fire and water build are facing some problems.
- Difficult to keep enemies beside barrel.
- Only useful if hybrid
- Dizzy state is something too repetitive, no changes when a spell gets a higher level
- Water branch has too similar spell arsenal, and their effects are only useful for fire build
----------
Water Branch
I'd like to suggest some changes to their spells, something that would create a link between the water spells, and not only to fire ones.
Milky Breath
3 AP, 1-2 range, cannot be increased.
Level 1: 4 water damage, if Dizzy: 7 water damage, instead of normal damage.
Level 20: 9 water damage, if Dizzy: 13 water damage, instead of normal damage.
Level 50: 17 water damage, if Dizzy: 21 water damage, instead of normal damage.
Level 100: 29 water damage, if Dizzy: 33 water damage, instead of normal damage.
Critical: 50% more damage, (43 water damage at lvl 100 for example)
Bubble Trouble
3 AP, 1-6 range, cannot be increased.
Level 1: 2 water damage, if Dizzy: Confusion (+1 Level)
Level 20: 9 water damage, if Dizzy: Confusion (+2 Levels)
Level 50: 15 water damage, if Dizzy: Confusion (+5 Levels)
Level 100: 22 water damage, if Dizzy: Confusion (+10 levels)
Confusion: attacks adjacent targets in the beginning of the turn. Damage based on Pandawa's Chance. More chance power, stronger is the bamboo milk effect :p
Level 1: 2 water damage
Level 2: 3 water damage
Level 5: 6 water damage
Level 10: 11 water damage
...
Level 20: 21 water damage
----------------
Fire Branch
Explosive Flask
Blindness effect is way too strong (5 turns duration).
+5% chance of adding Blindness State for each level of Dizzy, starting with 30% chance at level 1 Dizzy.
----------------
Bamboozle
4 to 2 AP cost, 1-3 range. Effects are changed.
The spell does not cost WP anymore, but has a cast limit of 1 per turn.
Effects: pulls all targets in a cross area of effect of size 3 toward the barrel, +1 Level of Merry (Panda).
Level 1: Pulls 1 square, 4 AP
Level 3: Pulls 2 squares, 3 AP
Level 6: Pulls 2 squares, 2 AP
Level 9: Pulls 3 squares, 2 AP
Barrel of Laughs
Useless spell, I don't know why the... Ankama keeps adding exploding-like spells to the game. First Sadidas (OP), then Pandawas and now Fecas... It needs to be changed. I'm sure this spell was added because of the lack of creativity on adding another one passive ability to the class.
New effect idea: the barrel would have kind of an aura that heals all allies and reduces the lock of enemies around it in the beginning of Panda's turn.
Level 1: heals 1% HP, -5 Lock.
Level 10: heals 3% HP, -25 Lock.
Level 20: Heals 5% HP, -50 Lock.
That's it, thanks!
