obsothoth
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Mystic Ideas thread

Thu Jul 13, 2017 12:34 am

Before I get into this thread, I would like to congratulate 12B on their international release. Well done! I'm not saying this in the hopes that 12B is going to give me gems or anything! (although that would be nice). I mean as a Singaporean and as a gamer myself, it's quite exciting to see a local game like VF grow bigger and bigger, as it only can mean good things for the local game industry. 

Ok. Mystics are lacklustre, how to fix them? Before we can start giving ideas, we must first know what we are balancing them against. This will of course be SDD and Archer teams. Then we ask, what do we mean by balance? Must a Mystic based team be able to output as much damage as an Archer or SDD team? If so, how? 

Maybe we don't need Mystics to be able to output viable damage on their own. Maybe it's just enough for Mystics to have some interaction with SDD or Archer teams that justifies their inclusion within those teams. 


So these are the two general but not mutually exclusive directions balancing Mystics can go: 
1) The creation of a "Mystic Trigger" meta that matches SDD and Archer teams of the same development level in terms of damage and utility
2) The addition of auras and skills that make Mystics useful in a SDD or Archer team

Currently to my knowledge, Mystics fulfil neither scenario. Talissa in Arena is viable because of arena's accelerated cooldowns, and Kiera Elementalist I see time to time, but in my opinion does not have a huge impact on outcome. Other then that I see little use for Mystics in their current state. Even after Valiant rework, I still find little use for MW Kiera.

So how to form a Mystic trigger team?
This will likely mean the creation of a configuration of Mystics that will emulate the Archer trigger in some manner. For example, Kiera Mindwarder's aura could be modified to "When this hero uses a skill, x% chance of causing others in aura to use their skill on the same target with 80% of their MAG. Only skills that target enemies are eligible (No Lucille god mode)." 

You give the same aura to Kiera Warlock and Zedd and maybe a few other Mystics, then you have the same situation as Cybella and Kane. Maybe you can give Kiera something more Valiant like MAG buff on activation. This might sound op at first, but compared to current Archer or SDD damage, I think such an aura configuration would only begin to become competitive in terms of damage. Archers can increase their CRIT ceiling to 75% to experience exponential growth of damage caused until they hit the ceiling. 

Mystics have no such mechanism like CRIT unless we make the chance of activation based on MAG. If I were to guess at what numbers would be good, I would say 30% activation chance per 5000 mag, capped at 60%. They also can only use this aura to chain spells once they have completed their cooldowns, so they will be very vulnerable while charging, while archers can attack/stun/knockback every turn. You can supplement this meta with heroes with skills that lower skill cooldowns, like Lucille.

I've thought about the aura simply lowering cooldowns, but that would not lead to multiple mystics doing chain spells, which would be very cool, and I think the only way a mystic team would be able to match damage with an archer or SDD team. If it gets out of hand you can always do trigger caps on Mystics.

The other Mystic trigger would be:
x% chance of casting skill with 80% MAG when others in Aura attack.

I think this would be strong in both Archer and SDD teams, since in those teams there would be an enormous number of attacks flying about. For the x% I think 15 to 25% would be reasonable. If you are leery of implementing the whole Mystic Trigger team I mentioned, this trigger aura would be a good compromise since it allows a Mystic to piggyback on other trigger teams and still contribute.

If you are looking for Mystic auras to replace I would start with those auras that require the Mystic to get hit before they are useful. Those are not incredibly useful since they are passive, requiring that an enemy attacks you first. Mystics are already very squishy and are supposed to be deployed behind, away from damage. In PVE, a tank will do a taunt and then your aura becomes useless. It's as if the Mystic design is at odds with these auras, so they don't feel organic at all.
Last edited by obsothoth on Wed Aug 02, 2017 6:03 pm, edited 2 times in total.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 9:10 am

There are several problem with your first idea:
1. The game wait until the whole skill sequence is over before resuming other things. Can be really egregious if this happen in between attack triggers. (this problem also apply to your second idea of skill activate when others attack)
2. That kind of aura, during pre-skillcast, render the mystic even more useless than already is because they don't offer anything else.
3. What will happen once the skill is auto-casted via aura trigger? Entering cooldown period, or not? If it's the latter, then forget it.
4. If the skill enter cooldown once triggered by this aura, what do the mystic do once their turn is up? Normal attacking?
5. It may cause some problem with skill like that affect positioning like Ninja/CK swap, Dragoon's leap and any other skills that target empty tile, Pet positioning for summoners, as well as some other skill that might require timing in order to be useful. Unless, the aura only exclusively trigger Mystics.
6. If it does only trigger mystic, that particular aura will require certain squad build like SDD. Which in turn limits their use.


For the second idea (chance to trigger hero to cast skill with 80% magic when others in aura attack)
1. same as above
2. When can the skill be triggered for autocast? When the skill is off cooldown? If yes, the aura will be useless unless it offers something else aside from that.
3. If it doesn't need to be off cooldown to be casted via aura, then forget it. Unless it's the unstackable or indirect damage like poidon or bleed (they don't stack if came from the same source), it will be too OP since Mystic's skill tend to have the largest AoE. Not to mention that it's available from turn 1.
4 Even at 80% MAG, since the skill has it's own damage modifier that is usually over 100%, those 80% will not be a drawback. Especially considering the wide AoE. Too OP for arena.
5. Game RNG is weird. A 95% chance can still fail to proc from time to time. Sven zerker 35% chance to trigger his wyvern to attack seems to proc like as if it's 50% or higher chance instead. Even as low as 25% chance of refresh from Matilda Witch Doctor's can trigger consecutively.

The idea is okay, but unfortunately bear too much problem.

Mystics on PVP arena is already okay. All that left is making them viable in PVE

Having them reduce their cooldown when defending, instead, won't do too much harm to arena balance. In PVE, mystic (and healer) tend to deal miniscule damage with their normal attack anyway (unless they are built with maximizing attack in mind, like maybe Matilda SW, Luthor SW, and Emillia Inquisitor). This can also be improved via talent system. In my opinion, talent system for mystic (and partly healer) should've been focusing on reducing skill cooldown instead of something other. Maybe something like Fortification talent skill further reduce cooldown when defending, Desperation talent skill greatly reduce skill cd when HP become low (Healer already have this even now, but only reduce cooldown by 1. Why can't the dev give the same to Mystic? They need this more than anyone else in the game).

If archers user need to expend more resources to build the equipments, with this idea, Mystic user will spend their resources for talent instead. Same investment, just there is a difference of where we use the resource.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 11:59 am

There are several problem with your first idea:
1. The game wait until the whole skill sequence is over before resuming other things. Can be really egregious if this happen in between attack triggers. (this problem also apply to your second idea of skill activate when others attack)
2. That kind of aura, during pre-skillcast, render the mystic even more useless than already is because they don't offer anything else.
3. What will happen once the skill is auto-casted via aura trigger? Entering cooldown period, or not? If it's the latter, then forget it.
4. If the skill enter cooldown once triggered by this aura, what do the mystic do once their turn is up? Normal attacking?
5. It may cause some problem with skill like that affect positioning like Ninja/CK swap, Dragoon's leap and any other skills that target empty tile, Pet positioning for summoners, as well as some other skill that might require timing in order to be useful. Unless, the aura only exclusively trigger Mystics.
6. If it does only trigger mystic, that particular aura will require certain squad build like SDD. Which in turn limits their use.


For the second idea (chance to trigger hero to cast skill with 80% magic when others in aura attack)
1. same as above
2. When can the skill be triggered for autocast? When the skill is off cooldown? If yes, the aura will be useless unless it offers something else aside from that.
3. If it doesn't need to be off cooldown to be casted via aura, then forget it. Unless it's the unstackable or indirect damage like poidon or bleed (they don't stack if came from the same source), it will be too OP since Mystic's skill tend to have the largest AoE. Not to mention that it's available from turn 1.
4 Even at 80% MAG, since the skill has it's own damage modifier that is usually over 100%, those 80% will not be a drawback. Especially considering the wide AoE. Too OP for arena.
5. Game RNG is weird. A 95% chance can still fail to proc from time to time. Sven zerker 35% chance to trigger his wyvern to attack seems to proc like as if it's 50% or higher chance instead. Even as low as 25% chance of refresh from Matilda Witch Doctor's can trigger consecutively.

The idea is okay, but unfortunately bear too much problem.

Mystics on PVP arena is already okay. All that left is making them viable in PVE

Having them reduce their cooldown when defending, instead, won't do too much harm to arena balance. In PVE, mystic (and healer) tend to deal miniscule damage with their normal attack anyway (unless they are built with maximizing attack in mind, like maybe Matilda SW, Luthor SW, and Emillia Inquisitor). This can also be improved via talent system. In my opinion, talent system for mystic (and partly healer) should've been focusing on reducing skill cooldown instead of something other. Maybe something like Fortification talent skill further reduce cooldown when defending, Desperation talent skill greatly reduce skill cd when HP become low (Healer already have this even now, but only reduce cooldown by 1. Why can't the dev give the same to Mystic? They need this more than anyone else in the game).

If archers user need to expend more resources to build the equipments, with this idea, Mystic user will spend their resources for talent instead. Same investment, just there is a difference of where we use the resource.
1. The game wait until the whole skill sequence is over before resuming other things. Can be really egregious if this happen in between attack triggers. (this problem also apply to your second idea of skill activate when others attack)

You can currently skip skill sequences by tapping on the screen, so this should not be a problem. I do it all the time even now.


2. That kind of aura, during pre-skillcast, render the mystic even more useless than already is because they don't offer anything else.

You have a point that Mystics will be vulnerable until they cast their skill, however many mystic auras currently implemented already are pretty useless most of the time, The ones I mentioned which Kiera has, which require her to get hit before they activate. Mystics are not meant to get hit and will likely die before the aura can produce a lot of value compared to ranger or SDD triggers. Your criticism can also be applied to Archers, which are useless if they don't crit. Its not a problem of the aura itself, but a characteristic of the set up.


3. What will happen once the skill is auto-casted via aura trigger? Entering cooldown period, or not? If it's the latter, then forget it.

It is to be triggered regardless of cooldown. When Archer or SDD triggers does it does not consume the hero's turn either. I don't see what's the point of the aura otherwise.


4. If the skill enter cooldown once triggered by this aura, what do the mystic do once their turn is up? Normal attacking?

See above. The spell triggers should be completely independent of the Mystic's own skill cooldown. So they should be able to cast their skills as per normal on top of skill triggers.


5.  It may cause some problem with skill like that affect positioning like Ninja/CK swap, Dragoon's leap and any other skills that target empty tile, Pet positioning for summoners, as well as some other skill that might require timing in order to be useful. Unless, the aura only exclusively trigger Mystics. 

I've already mentioned that this will only affect skills that target an enemy. So yes ninja/chaos knight swaps, no summonner summon, yes guardian taunt, no healer heals.


6. If it does only trigger mystic, that particular aura will require certain squad build like SDD. Which in turn limits their use.

See above, and yes the whole point is to build a new meta similar to SDD and Archers, but built with Mystics instead. Please consider the directions I've laid out for Mystic development and tell me if you agree. Of course you could have a combination of both.
A) The creation of a "Mystic Trigger" meta that matches SDD and Archer teams of the same development level in terms of damage and utility
B) The addition of auras and skills that make Mystics useful in a SDD or Archer team


For the second idea (chance to trigger hero to cast skill with 80% magic when others in aura attack)
2. When can the skill be triggered for autocast? When the skill is off cooldown? If yes, the aura will be useless unless it offers something else aside from that.

Regardless of cooldown.


3. If it doesn't need to be off cooldown to be casted via aura, then forget it. Unless it's the unstackable or indirect damage like poidon or bleed (they don't stack if came from the same source), it will be too OP since Mystic's skill tend to have the largest AoE. Not to mention that it's available from turn 1.

I think you can look to Grand Ranger Kane, who causes stun on crit with 200% damage. It's very easy to say that Kane is OP because he can cause perma stun in an Archer team, and sometimes he does do that. However in practice he is not that OP.

To say that spell trigger is OP, you must also consider the kind of encounter. Will it be OP in Raid? Currently snake boss has only two targets. If your Kiera casts her spell once per turn while your Kane attacks five times per turn, I think it should be quite even. You can use probability computations to figure out what's a good skill trigger rate for the Mystic Aura, so this concern seems like a tweaking issue to me, which is not unsolvable.


4 Even at 80% MAG, since the skill has it's own damage modifier that is usually over 100%, those 80% will not be a drawback. Especially considering the wide AoE. Too OP for arena.

See above


5. Game RNG is weird. A 95% chance can still fail to proc from time to time. Sven zerker 35% chance to trigger his wyvern to attack seems to proc like as if it's 50% or higher chance instead. Even as low as 25% chance of refresh from Matilda Witch Doctor's can trigger consecutively.

You can balance this if you have knowledge of statistics and probability, which I am pretty certain 12B has.


I've also noted your ideas on lowering cooldown on defending. The question you need to ask is whether or not it will make the mystic competitive with SDD and Archer teams. Will you ever replace your Freya or Double strike Drake with a Mystic? if no, then how?
Last edited by obsothoth on Thu Jul 13, 2017 2:52 pm, edited 1 time in total.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 2:24 pm

First of all, its 12 Braves, not 13 Braves :p

Okay, onto the topic.

Mystic's attack pattern is already good, and skills are actually more useful in the arena. While PvE relies more on normal atk.

With the current boss fight system implementing global stun when making 14 damage in a single turn, i don't like the idea of trigger aura on mystics.
It's just another version of archers and not adding the fun factor to the game.
And while the skill trigger aura may seems good for PvE, it's just cancerous for PvP. People will make cancer mystic team just like cancer ranger.

And so I may be repeating the same idea over and over, and this idea was also mentioned by developer some ages ago, which are :
Change mystic's normal attack damage to calculate damage based on MAG instead of ATK. Mystic's normal attack also have different calculation which is attacker's MAG - target's (MAG+DEF)/2 = damage.
Apply this too into healers, so battle priests can truly be a meta. This too would create a whole new formation which sinergies mystics with healers; just like how champion/shadows synergy well with rangers.
Change wizardry suffix from atk&mag to HP&mag.

If rangers have low damage but triggers a lot, mystics would be dishing high area damage in a single hit.
Also, old heroes' aura would be useful once more.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 2:53 pm

First of all, its 12 Braves, not 13 Braves :p
Thanks, fixed.

It's just that I always think 13 sounds more catchy then 12.
Last edited by obsothoth on Thu Jul 13, 2017 3:26 pm, edited 1 time in total.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 3:08 pm

First of all, its 12 Braves, not 13 Braves :p

Okay, onto the topic.

Mystic's attack pattern is already good, and skills are actually more useful in the arena. While PvE relies more on normal atk.

With the current boss fight system implementing global stun when making 14 damage in a single turn, i don't like the idea of trigger aura on mystics.
It's just another version of archers and not adding the fun factor to the game.
And while the skill trigger aura may seems good for PvE, it's just cancerous for PvP. People will make cancer mystic team just like cancer ranger.

And so I may be repeating the same idea over and over, and this idea was also mentioned by developer some ages ago, which are :
Change mystic's normal attack damage to calculate damage based on MAG instead of ATK. Mystic's normal attack also have different calculation which is attacker's MAG - target's (MAG+DEF)/2 = damage.
Apply this too into healers, so battle priests can truly be a meta. This too would create a whole new formation which sinergies mystics with healers; just like how champion/shadows synergy well with rangers.
Change wizardry suffix from atk&mag to HP&mag.

If rangers have low damage but triggers a lot, mystics would be dishing high area damage in a single hit.
Also, old heroes' aura would be useful once more.
Yeah archer trigger is strong in arena but tbh I lose more to double swap more than archers. Today I had a level 40 Kane one shot 3 of my guys at once with pierce talent on first turn, but that means he's out developed me and got a lucky roll, not because of archer triggers.

The way I envisage Mystic trigger is AE damage vs Archer/SDD trigger single target damage. The former would be better vs groups and the latter will be better vs single targets. I agree that initially AE damage through mystic trigger might be too high, but I contend that this is a tweaking issue and not a semantic issue with the idea of mystic triggers. If it's a tweaking issue it means that it is solvable by altering numbers until we have a good balance.

Currently I am playing FF14, and this is how they balance their damage classes. Currently their Samurai class does the highest single target damage, but other classes are still viable since they are better at AE damage or buffing the damage of other classes.

Whether it be SDD or Archer trigger, all viable damage builds currently in the game rely on damage triggers of some kind. The reason Mystics are not viable damage now is because they do not have good damage triggers. In order to balance them this needs to be addressed in some way.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 3:21 pm

Now that I think about it there are actually two criteria for a good trigger, three for a very good trigger:
1) They must be proactive, meaning the value they provide must be dependant on action by your own team, and not enemy action.
2) The trigger should feed into other triggers.
3) Activation chance depends on variables/stats you can increase

The good auras we depend on like Archer triggers, or SDD triggers fulfil all 3 criteria. However to my knowledge none of the Mystic auras fulfil two or more, which is why Mystics suck currently.

Actually you can forget about auras triggering skills if you don't like those. As long as you can have a unique Mystic aura that does all of these things I think we can balance Mystics. I just thought that since Mystics are skill based since their stats are MAG based, I thought their triggers should interact with their skills somehow.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 4:27 pm

1. The game wait until the whole skill sequence is over before resuming other things. Can be really egregious if this happen in between attack triggers. (this problem also apply to your second idea of skill activate when others attack)

You can currently skip skill sequences by tapping on the screen, so this should not be a problem. I do it all the time even now.


2. That kind of aura, during pre-skillcast, render the mystic even more useless than already is because they don't offer anything else.

You have a point that Mystics will be vulnerable until they cast their skill, however many mystic auras currently implemented already are pretty useless most of the time, The ones I mentioned which Kiera has, which require her to get hit before they activate. Mystics are not meant to get hit and will likely die before the aura can produce a lot of value compared to ranger or SDD triggers. Your criticism can also be applied to Archers, which are useless if they don't crit. Its not a problem of the aura itself, but a characteristic of the set up.


3. What will happen once the skill is auto-casted via aura trigger? Entering cooldown period, or not? If it's the latter, then forget it.

It is to be triggered regardless of cooldown. When Archer or SDD triggers does it does not consume the hero's turn either. I don't see what's the point of the aura otherwise.


4. If the skill enter cooldown once triggered by this aura, what do the mystic do once their turn is up? Normal attacking?

See above. The spell triggers should be completely independent of the Mystic's own skill cooldown. So they should be able to cast their skills as per normal on top of skill triggers.


5.  It may cause some problem with skill like that affect positioning like Ninja/CK swap, Dragoon's leap and any other skills that target empty tile, Pet positioning for summoners, as well as some other skill that might require timing in order to be useful. Unless, the aura only exclusively trigger Mystics. 

I've already mentioned that this will only affect skills that target an enemy. So yes ninja/chaos knight swaps, no summonner summon, yes guardian taunt, no healer heals.


6. If it does only trigger mystic, that particular aura will require certain squad build like SDD. Which in turn limits their use.

See above, and yes the whole point is to build a new meta similar to SDD and Archers, but built with Mystics instead. Please consider the directions I've laid out for Mystic development and tell me if you agree. Of course you could have a combination of both.
A) The creation of a "Mystic Trigger" meta that matches SDD and Archer teams of the same development level in terms of damage and utility
B) The addition of auras and skills that make Mystics useful in a SDD or Archer team


For the second idea (chance to trigger hero to cast skill with 80% magic when others in aura attack)
2. When can the skill be triggered for autocast? When the skill is off cooldown? If yes, the aura will be useless unless it offers something else aside from that.

Regardless of cooldown.


3. If it doesn't need to be off cooldown to be casted via aura, then forget it. Unless it's the unstackable or indirect damage like poidon or bleed (they don't stack if came from the same source), it will be too OP since Mystic's skill tend to have the largest AoE. Not to mention that it's available from turn 1.

I think you can look to Grand Ranger Kane, who causes stun on crit with 200% damage. It's very easy to say that Kane is OP because he can cause perma stun in an Archer team, and sometimes he does do that. However in practice he is not that OP.

To say that spell trigger is OP, you must also consider the kind of encounter. Will it be OP in Raid? Currently snake boss has only two targets. If your Kiera casts her spell once per turn while your Kane attacks five times per turn, I think it should be quite even. You can use probability computations to figure out what's a good skill trigger rate for the Mystic Aura, so this concern seems like a tweaking issue to me, which is not unsolvable.


4 Even at 80% MAG, since the skill has it's own damage modifier that is usually over 100%, those 80% will not be a drawback. Especially considering the wide AoE. Too OP for arena.

See above


5. Game RNG is weird. A 95% chance can still fail to proc from time to time. Sven zerker 35% chance to trigger his wyvern to attack seems to proc like as if it's 50% or higher chance instead. Even as low as 25% chance of refresh from Matilda Witch Doctor's can trigger consecutively.

You can balance this if you have knowledge of statistics and probability, which I am pretty certain 12B has.


I've also noted your ideas on lowering cooldown on defending. The question you need to ask is whether or not it will make the mystic competitive with SDD and Archer teams. Will you ever replace your Freya or Double strike Drake with a Mystic? if no, then how?
1a. That's exactly what I mean. You need to manually skip it. Even then skills like Ronan's also took a while to finish even if we skip the animation.
2a. Let's note that as big weakness of the first idea.
3a. If the skill doesn't even need to be off cooldown to be trigger-auto-casted, I believe the dev won't EVER allow something like this. Look at Sven pre-nerf. He's single target. He start dealing huge damage at second turn on PVE. Look at what he has become now.
4a. Have you ever thought about the possibility of a team with 2-3 mystics chain-casted their AoE nukes after they survive round 1 of arena? Talk about overkill. (although maybe it'll be indeed feel satisfying)
5a. What you asked for will require extensive coding and testing. Yet you want the dev to do all that quickly?
6a. While the idea is indeed interesting, it requires a lot of things to do in the dev' part.  Would you be willing to wait for that?

2b. If the dev in fact does not allow something like Sven berserker (fast, single target, high damage, chainable) to exist without some crippling drawback, what do you think they will do to your idea (even faster than Sven, AoE, high damage, chainable)? Talk about RAID, yes snake boss only has 2 body parts. What about the OTHERS? They have more than 2, boss 2 and 3 has minions that might need to be killed (only an archer team with equal good crit among the members can afford to do this), the last boss even has 6! Drake at most can only hit 2 parts at the same time. Talk about ARENA, if Sven with his single target chainable high damage is already deemed OP, what about chainable AoE high damage that ignore row damage penalty?

3b. No. I'm not talking about the utility effect of the said skill. What I'm talking about is how much the direct damage will be + how often it will trigger. Once again look at 2b. Even if it's not that useful vs 1 tile bosses, it can be game-breaker in others. This is why I said that if the dev allow something like this to occur, it will be only at most the indirect damage type. Unless they really want to make OP something... (only to nerf it sometime later)

4b. see above

5b. The only way they can balance it is by modifying how the game engine generate the random number. Which, again, will require extensive coding etc.

Once again, let me ask you. Do you want a quick coming fix for this problem, or do you willing to wait for the dev to come up with it in the unknown future?
They already came up with the way to limit insane attack trigger count with the stun counter of recent Eliza and Dark Dragon boss. Unless they are working toward limiting the aura from activating too much, I have a feeling that they will keep this counter-stun feature for future bosses. It's a quick and lazy fix by itself, but really work wonder. I just hope they can be more creative with it..

Let's face it. The dev loves doing quick and lazy but effective fix. Adding to that, most of the community always seems to want a quick fix to everything anyway.

This is why I came up with the idea to make defending reduce cooldown (only for mystic and maybe healer). If defending reduce skill cd by 1, plus natural turn end cd reduce of 1, without talent the said mystic will reduce his/her cd by 2 per turn. Assuming the skill cd is 6 turn, their skill will be ready at the beginning of turn 4. If talent improve the cd reduction by 1 per level, they'll reduce 5 cd per turn just by defending. By turn 3 (like pre-nerf Sven) the mystic will be able to cast his/her skill. This won't do anything to Arena (as defending takes turn, and unless refreshed, everyone only have 1 turn in each round), but will be of immense help on PVE, especially if that counter-stun will remain there indefinitely. Most other Mystics will become a good crowd killer, while Ronan can be decent boss killer.

I also came up with similar idea to address Guardian's problem of not being able to aggro enemies properly on higher difficulty. That is applying Misdirection on self when defending. Tank type guardian will be able aggro enemies from the beginning of the game, being of use rather than dealing pitiful damage while watching his/her allies get slaughtered. DPS type guardian can use this as diversion when required, as this kind of guardian tend to have only single target taunt. On arena, once again, it does nothing to the balance. Misdirection simply won't work on arena.
 
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Re: Mystic Ideas thread

Thu Jul 13, 2017 4:35 pm

Now that I think about it there are actually two criteria for a good trigger, three for a very good trigger:
1) They must be proactive, meaning the value they provide must be dependant on action by your own team, and not enemy action.
2) The trigger should feed into other triggers.
3) Activation chance depends on variables/stats you can increase

The good auras we depend on like Archer triggers, or SDD triggers fulfil all 3 criteria. However to my knowledge none of the Mystic auras fulfil two or more, which is why Mystics suck currently.

Actually you can forget about auras triggering skills if you don't like those. As long as you can have a unique Mystic aura that does all of these things I think we can balance Mystics. I just thought that since Mystics are skill based since their stats are MAG based, I thought their triggers should interact with their skills somehow.
SDD only fulfill two of those criteria by the way. We simply found a way to increase the odd of it another way. :lol: (oops didn't see that variable. It fulfill all 3 then :P)

To be honest, it's not that I don't like it.It's just that applying something like that will require extensive time of preparation if they don't want anything to break. On the other hand, community seems to want the dev to act quick to address this matter.

I also have the same feeling about mystic, that they mostly skill-centric type of hero. So I am also intrigued with the potential of having the aura be triggered when they cast skill. In a way, it bypass the limitation of having only 3 effects on a skill.

In fact, I see some good potential if we combine our idea, your first idea, and my defend idea :D 

The weakness of your first was that it require the mystic to wait until they can cast their skill, while my idea reduce the wait time.

Edit: I'm sorry if I seemed a bit too hard on you. I simply don't want another sad nerf happening to other heroes if they were to be given seemingly OP capability ;)
 
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Hungshu
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Re: Mystic Ideas thread

Wed Jul 26, 2017 11:00 pm

Idea for making Mystic more useful?
1. Change their weapon stat from Atk to MAG
2. Suffix Wizard should be Def% and Mag% not Atk% and Mag% seriously why Mystic need Atk
3. Have talent skill that decrease cool down, some thing like when defense CD decrease by 1 
4. Let's developer try to use Mystic team (I don't mean all 5 unit is mystic but try using 2 mystic and other class) and fight in arena top 50