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Vincyblue
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Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 6:12 pm

As much as I agree with some of your suggestions, the on-attack buff to genesis mystics is just hmmm not necessary. 
What we only need is lower cool downs (2-3 Turns) lowering the scale damage of the 6turn skills (or not??)

What I am afraid is VF will turn a blind eye and just release new mystics with better and lower skill turn and disregard genesis mystics and valiant kiera in the process. 


EDIT: What I am more afraid is VF will take it a year, or more than a year, to realize how bad their mystics are and follow-up with a buff when mystics users have left the game already.

Hello, MiloD, please at least acknowledge the booming threads asking for justice for at least a decent mechanics for the mystics.

#MakeMysticsGreatAgain
#MakeMysticsDecentAtLeast

Yep, one issue is the need to reduce CDs. Zoey, Ellis and Taegen CD in only 3-4 turns. But then again there is much to rework when it comes to mystic mechanics (genesis + kiera specifically).

MW Zoey and Taegen MW will just eat Zedd, Ronan and KIERA in Arena.
Everything in this game points out to no to Kiera or Zedd or Ronan. (well among the three, ronan is a bit decent) but when faced with low CD MW or shielders, or CKs, they juat dont stand a chance.

Physical attackers can dish out damage in turn 1. But mystics have to wait for their CDs, thats why I'm proposing the on attack effects. If it would make elves obsolete then I'm open for better suggestions. But as of now thats the best that I can think of. Atleast, they'll have the chance to contribute something before they die early in arena.

Another issue is resilience. Damn. Zoey users got no difficulty regarding this since their onspawn skill already removes one layer of resistance. But on genesis mystics, it is pointless waiting for a 6 turn CD for just popping resilience.

If the devs would reduce CDs, I just wish that its not at the expense of damage output. Idk how they compute for magic damage formula but I'm pretty sure that magic mitigation is affected by Def and Mag. Its pointless to have fast CDs if your unit cant nuke enufff.
 
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Vincyblue
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Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 6:30 pm

-ZEDD-
1. MINDWARDER
ACTIVE: (3 turn CD) Skill delay an enemy by 2 turns and deal damage 120% of Mag to all enemies.
PASSIVE: When hero dies, reset enemy skill cooldown and deal poison damage for 2 turns equal to 80% of hero's MAG to all enemies.
ON ATTACK: 50% chance to delay skill by 1 turn, and deals additional damage 80% of MAG.
2. RUNE MAGUS
ACTIVE: (4 turn CD) Summons walls with HP 150% of hero's MAG, push back all enemies 1 tile away from caster and deal 120% of hero's MAG to all enemies.
PASSIVE: Increase def of everyone in aura by 15% of hero's MAG. Increase dodge of everyone in aura by 20%.
ON ATTACK: 50% chance to knockback and deals additonal damage 80% of hero's attack.
3. ELEMENTALIST
ACTIVE: (4 turn. CD) Deals 280% of MAG to target enemy, burns 2 random enemy dealing 120% Mag for 2 turns and stunning them for 2 turns.
PASSIVE: Gain +15% Mag for each ally in aura. Gain shield equal to 50% of MAG at the start of each wave.
ON ATTACK: 50% chance to burn ground dealing 100% of MAG for 1 turn. 25% chance to stun enemy.
4. WARLOCK
ACTIVE: (3 turn CD) Teleports target to a random tile. Deals 100% of MAG as poison damage for 2 turns to all enemies.
PASSIVE: When self or ally in aura is attacked, 75% chance to poison enemies 80% of MAG for 2 turns.
ON ATTACK: 40% chance to blind enemies.

-RONAN-
1. MINDWARDER
ACTIVE: (3 turn CD) Fire random 3 missiles delaying cooldown by 2 and dealing 120% MAG as damage each. Damage increase by 50% for each consecutive hit to the same target.
PASSIVE: When ally in aura attack an enemy, there is a 50% chance to silence enemy for 2 turns.
ON ATTACK: Deals additional damage 200% of MAG to silenced enemies.

2. RUNEMAGUS
ACTIVE: (4 turn CD) Knockback single enemy 2 tiles away from caster. Fires 3 random missiles which knocks back enemy 1 tile away from caster and deals 150% of hero's mag per missile.
PASSIVE: Increase Mag of everyone on aura by 12% of hero's MAG. Def by 15% of hero's MAG.
ON ATTACK: 50% chance to knockback target and deal damage 80% MAG.


And Lastly,
*I've been very careful in assigning effects on Kiera since she is a valiant. She needs to be stronger than other mystics and comparable to and can go 1on1 with zoey.

-KIERA-
1. MINDWARDER
ACTIVE: (3 turn CD) Delay all enemies skill by 1 turn. Summons 3 bolts that delays skill by 2 turns and deal 120% MAG damage each. When a target is hit consecutively, reset that hero's cooldown to the max cd.
PASSIVE: When hero dies, release 2 bolts dealing 120% of heroes MAG each.
ON ATTACK: 50% chance to deal 100% of MAG as additional damage and skill delay by 1 turn.

2. RUNEMAGUS
ACTIVE: (4 turn CD) knockback enemies 1 tile away from caster and deal 100% of heroes MAG. Summons random 3 lava pillars with hp equal to 200% of hero's MAG in front of enemies and burns units directly infront of the pillars by 120% of hero's MAG for 2 turns.
PASSIVE: Increase Def of allies in aura by 20% of MAG, Increase MAG of all in aura by 15% of MAG.
ON ATTACK: 50% chance to deal 100% of MAG as damage and root the enemy in place for 2 turns.

3. ELEMENTALIST
ACTIVE: (5 turn CD) deals 60 % of MAG as pure damage (ignores enemy def and mag) to single target and deals 150% of MAG in a cross area. Burns ground for 100% of heroes MAG for 2 turns. 50% chance to stun enemies for 1 turn.
PASSIVE: increase MAG of everyone in Aura by 25% of hero's MAG.
ON attack: 75% chance to burn ground for 100% of MAG and reduce enemy MAG by 25% for 2 turns.

4. WARLOCK
ACTIVE: (4 turns CD) Confuses enemies to walk in random directions every start of each turn for 2 turns. Deals 120% of heroes MAG as poison damage for 2 turns.
PASSIVE: Everyone in aura gains 30% dodge chance. When hero dies, deal 80% of hero's MAG as poison damage for 2 turns.
ON ATTACK: 75% chance to inflict a random debuff to an enemy for 1 turn. (silence, stun, frozen, confused, fear, blind). Deal 80% of MAG as additional damage.

So guys what do you think?

Hmmm. Just thought of something. What if instead of being "on attack" effects, they become 1 time skills before every wave? Like at the start of every wave in PVE, the skill is ready to use but only once every wave. In PVP, they are already ready at the start of battle but can only be used once. Just like a second skill but only 1 time use per match.
 
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Silmeria
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Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 6:44 pm


On my defense, the On Attack effects are tailor-made to help both in PVE and PVP. This would allow players to raise a unit with high mag that is PVE capable. So that raising a mystic will also pay off just like raising a champ/shadow/archer with high atk stat.

And the damage % based on MAG are already lowered compared to the current damage output of mystics right now. Currently, a kiera elem deals 180% of MAG burst. My Kiera (19k MAG) only deals 5-8k damage on typical guardians. Imagine how much can a 80%, 100% and 120% multiplier do when it comes to lower MAG stat Ronan and Zedd?
On-attack skills are unique to elves, and just like wildmutt said it will make elves (Taegen especially) lose its uniqueness. It's better if mystics in general get attack damage addition from mag around 35-65% and even better if it have low % but pure damage.

And about the value adjustment I was referring to aura % since some of them seems to have odd value into them... for example Ronan rune magus is fine with 15% mag and 10% def. Since 5% def means nothing when you fight 17k atk rangers.

But I have a very different opinion about aura improvement so this is just about opinion.
Hmmm. Maybe you were referring to what I did with MW Kiera and Zedd aura? I meant them to be specifically archer counters. Instead of wasted turns of wasting for CD or dying from an archer crit, they can dish out damage in the hopes of killing 1-2 of the archers. This can compensate the lost opportunity of casting a skill because of CD and glasscanon limitations.
Based on the concept of mystics, all 4 mystics path have different role.

I think back then Mind Warder was a battle mage
Rune Magus is a defensive/offensive hybrid
Elementalist is nuker with massive damage
And Warlock is a debuffer to disrupt enemy formation.

Based on this I'd like them to have different utility and excels in their role.

For example :
Mind Warder :
-Skill Delay (cross shape) for 2 turns.
-Deal 120% damage
-Increase all allies atk by 50% of this hero's mag for 3 turns
Aura :
Persistent 15% atk and mag from mag.

Rune Magus :
-Knockback 2 tiles
-Deals 120% damage to all enemies
-Increase all allies def by 30% of this hero's mag

Aura :
Persistent 20% def and 10% mag

Elementalist :
Deals 80% mag damage
Remove all buff on enemies
Burn the tile 120% of mag for 2 turns

Aura :
Persistent 25% mag buff

Warlock :
Confuse all enemies for 1 turn, moving randomly.
Root All enemies for 2 turn.
Deals 75% mag damage for 2 turns.

Aura :
35% chance to trigger others in aura to confuse enemy and deals damage 25% of mag when attacked.

Something like this. But your suggestion is also good, thats why I said to adjust the value to make it more interesting for other players to take.
 
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Re: GENESIS MYSTICS AND THE VALIANT KIERA

Fri Sep 15, 2017 10:55 pm

They should change enchantment (mag/atk skill) into Resistance Penetration imo. That talent skill is pretty useless except for Taegen. Would prefer if it actually popped the resilience but skill effect worked. This will give mystics alot more power and effectiveness in arena. It would also in pve. I mean cmon? Most Master stages have bosses resisting almost all mystic's skill which made them more and more less effective to bring into your squad.
 
duskaco
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Re: GENESIS MYSTICS AND THE VALIANT KIERA

Sat Sep 16, 2017 12:31 pm

Meh. Unfortunately, it seems that their way of fixing this problem is using enemies. (Look at Raid 2)

Which I found to be a bad approach. Look at Tower of Savior for reference. They keep using enemies to limit OP builds. This caused 2 things in the game. 
    1. Enemies become so ridiculous that only specific builds can fight those bosses. 
    2. The game degraded from a strategy/technique based game into a puzzle solving game, where the puzzle is to build the correct team. 

I really CAN imagine VF going down this path if they still refuse to nerf OP abilities (Triggers in general) or fix classes (Mystic for obvious reasons... Guardian in Arena... and 2 other classes but I dont think anyone else shares my sentiment... or the judgement is premature because I dont have the units to give a proper one)