For the last part of our Rebalancing Week, we now reveal the changes applied to the Feca, Eniripsa and Xelor.
Water Glyphs and Armors
From now on Armors increase resists and Glyphs increase damages.
Armors: lvl 0 = +10% resist; lvl 100 = +50% +1 per plate
Glyphs: lvl 0 = +10% damage; lvl 100 = +50% +1 per plate
: 3>42 (instead of 2>24)
Cost changes from 2AP to 2AP+1MP; 2/target
Avalanche: 5>80 (instead of 5>74)
Water Glyphs and Armors now make more sense, and also receive a slight boost in their damage and resists bonus.
: 6>95 (instead of 6>71)
Cost changes from 6AP to 4AP+2MP; 1/target
: Range changes from 2 to 2-3 (still not modifiable without sight)
We slightly improved the Fire and Water trees thanks to a boost of damage and cost changes.
: 2>25 (instead of 3>40)
Cost changes from 3AP to 2AP
: Cost changes from 1AP+2MP to 3MP; 1/target
: 3>31 (instead of 2>36)
Cost changes from 2AP+1MP to 3AP
Willpower given by the glyph changes from 5 to 1 per charge
: No longer give final resists
The resists are now multiplied by 1.05 at lvl 0 and 1.50 at lvl 9
Peace Armor no longer deals the damages that were absorbed when it disappears
: It is no longer possible to cumulate the effects of a same glyph from the earth and water branches
: becomes Counter
: At level 20 gives 10% chances to reflect damages and 20% resists to backstab damages
We decided to modify Peace Armor and Spell Rebound which we thought were too powerful. The new Peace Armor should still be very useful on a Feca with high resists.
: It is now the Infection state that influences the chances to apply the states, and no longer Hygiene
Infection state is only triggered if another state of the Air branch is applied.
Infection rate / % chance to apply the state:
: + 1 Infection
: +1 Infection; % = infection x1 / x1 with CH
Now limited to 2/target
: +1 Infection; % = infection x3 / x4 with CH
: +2 Infection; % = infection x2 / x3 with CH
: +2 Infection; % = infection x2 / x3 with CH
We modified the mechanics of the effects of the Air tree. An Air Eniripsa will finally be able to apply states (via the Infection state) without needing the other two branches.
: CH are changed to x1.5
: Cost changes from 5AP to 4AP+1MP
Damages don’t change
: 4>54 (instead of 2>22)
Cost changes from 2AP to 3AP+1WP, now limited to 1/target
We wanted to revalue slightly the Fire branch with a few changes. Also the possibility to heal with marks with the support spell “Regeneration” will be improved thanks to the fire damages taken into account (without taking heal bonus into account).
: Increases HP of the Eni by 1% at level 1 and 10% at level 20
Increases HP of the allies by 1% at level 1 and 15% at level 20
: Zombification state changes from -5/-10/-15/-20/-25/-30/-35/-40/-45/-50% resists to heals to +50/+45/+40/+35/+30/+25/+20/+15/+10/+0%
: no longer gives Hygiene bonus
Now has an cost of 3/3/3/2/2/2/1/1/1/0 AP + 1WP
: on the Eni +1% Absorption each 2 level until 10% at level 20
Same on the Aura with 1 level difference (becomes active at lvl 2 of the spell). The Aura now has a range of 2 (instead of 1)
: changes the fire spells into heals, no longer takes the heal bonus into account but the bonuses to all elementary damage
This class has support spells that made it too resistant: we decided to reduce these bonuses, while offering a more support orientated role. Therefore we modified Zombification in order to make sure that the Water Eni wouldn’t deal more damages than his healing capacity.
: 5>55 (instead of 3/6>35/70)
30%AP removal>80% (instead of 10/30>30/90)
Cost changes from 6AP to 5AP+1MP, range changes from 1-3 to 2-4.
Damage becomes identical on all affected cells, same for AP loss.
: 2>26 (instead of 1>16)
Sinistro’s HP are doubled
We gave more interest to the spells that were not used so much (Clock and Sinistro) in order to give more diversity to the Xelor.
: 2>25 (instead of 1>19)
Hyperaction: lvl0 = -5 Tick/+0 Tack; lvl100 = -25 Tick/+0 Tack
: 7>90 (instead of 5>70)
Hyperaction: lvl0 = -10 Tick; lvl100 = -40 Tick (instead of -10>-20)
For this tree, we wanted to make sure that a more appropriate amount of Hyperaction could be removed in a Tick turn. Also we decided to improve some damages.
Line of Fire
: 4>55 (instead of 2>41)
Cost changes from 4AP to 4AP+1MP
Initiative loss doesn’t change
: 1>12 (instead of 1>16)
-2Ini>-8Ini (instead of -3>-10)
No longer triggers Rollback
: 4>62 (instead of 4>68)
Cost changes from 6AP to 5AP
We wanted to reduce significantly Temporal Burn in order to give it back its role of flexible spell to use at the end of the turn. Furthermore, modifications to Line of Fire should make it a real alternative to Hand, slightly less powerful but usable in melee.
: No longer gives AP and damage bonus to the controlled character
No longer cost WP
AP cost changes to 6/5/5/4/4/3/3/2/2/1
Range changes to 2/2/3/3/4/4/5/5/6/7
: now gives 1 mechanics at level 10 and 2 mechanics at level 20
We decided to add Mechanics to the passive Temporal Armor to create more interesting opportunities with Sinistro and Hydrand. Concerning the change of Rollback, we wanted to make the spell less random, more regular, while removing its game breaker side. Finally, Xelors being big WP consumers, we decided to remove the WP cost of Mummification, while also removing the AP and damage bonuses provided by this spell. The result was way too powerful and we had to rebalance significantly.