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[Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 2:26 pm
by ScherBR
As CBT players know, mystics have been nerfed before the game launch, the problem back then was that they were way too strong and able to lock and kill most enemy’s formations, there was a combo that broke the balance, the famous Isabella Invoker + Kiera/Zedd Elementalist/Mind Warder, so things were a little limited in arena because of this, as you needed the same heroes to be able to stand against most players, and a victory sometimes was only tied to who begins second in arena.


Well, this time is long gone since the launch path did major changes about how mystics work and how they were also directly nerfed in their damage capabilities. Since then nobody was using mystics anymore, even Kiera Elementalist a real force in the game was being left out of the arena.

And then came Ronan… Ronan shake up things a bit, because of how his skill works he can now kill some targets, what mystics were having trouble to do. Both Ronan paths are good for general content and arena. So now, mystics are being used again, but what about Zedd and Kiera? Kiera apart from the still rare Elementalist is still missing for Arena.

Before I start I want to recap what has changed and why mystics are weak as a whole:

- High skill CD, the highest in all classes, Kiera/Zedd Elementalist, Mind Warder and Warlock as example, needs 7 turn to charge skill
- Bad normal attack, can’t do any damage unless you’re able to do a critical.
- Bad damage potential because of how DEF also mitigates Mag damage.


So for some suggestions to make mystics better I was talking with a friend and we came up with some ideas that involves more utility to their aura or skill:
 
Warlock Kiera/Zedd
-         Change Teleport from Single Target to AOE
-         Add aura effect, when hero is hit, 40% chance to disable aura effects from enemy for 2 turns
 
Rune Magus Kiera/Zedd
-         Add Aura Effect: When someone in the aura is hit, 30% chance to knockback enemy
-         Change Wall to appear in front of hero (three walls at next possible tile in front of hero)
 
Mind Warder Kera/Zed
-         Add Aura Effect: 50% of chance to delay random enemy skill counter for 1 turn at the end of the turn.
Or
-         Add Aura Effect: when others in Aura attack there’s a 30% of chance to delay random enemy skill counter for 1 turn (debuff, not stackable).
 
  
Elementalist Kiera/Zedd
-         Add Skill Effect: Increase this hero ATK based on 30% of this hero MAG for 5 turns
-         Add Aura Effect: When others in aura attack there’s a 30% chance to shoot a fire missile with 50% of hero Mag as damage.
 
Those suggestions aim to make mystics more usable in general content and not just sitting ducks waiting (long) for skill to be ready.
Comments will be appreciated. Thanks for your time

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 9:35 pm
by sweetamy
your idea is not balance much, especially Elementalist

but, i still agree with Mystic buff in anyway.

...it's too long time after huge nerf....i wonder what Dev plans to do in future of Mystic.

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 11:07 pm
by Ryozanki
your idea is not balance much, especially Elementalist

but, i still agree with Mystic buff in anyway.

...it's too long time after huge nerf....i wonder what Dev plans to do in future of Mystic.
Coming Soon™ 

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 11:11 pm
by Enixus
As CBT players know, mystics have been nerfed before the game launch, the problem back then was that they were way too strong and able to lock and kill most enemy’s formations, there was a combo that broke the balance, the famous Isabella Invoker + Kiera/Zedd Elementalist/Mind Warder, so things were a little limited in arena because of this, as you needed the same heroes to be able to stand against most players, and a victory sometimes was only tied to who begins second in arena.


Well, this time is long gone since the launch path did major changes about how mystics work and how they were also directly nerfed in their damage capabilities. Since then nobody was using mystics anymore, even Kiera Elementalist a real force in the game was being left out of the arena.

And then came Ronan… Ronan shake up things a bit, because of how his skill works he can now kill some targets, what mystics were having trouble to do. Both Ronan paths are good for general content and arena. So now, mystics are being used again, but what about Zedd and Kiera? Kiera apart from the still rare Elementalist is still missing for Arena.

Before I start I want to recap what has changed and why mystics are weak as a whole:

- High skill CD, the highest in all classes, Kiera/Zedd Elementalist, Mind Warder and Warlock as example, needs 7 turn to charge skill
- Bad normal attack, can’t do any damage unless you’re able to do a critical.
- Bad damage potential because of how DEF also mitigates Mag damage.


So for some suggestions to make mystics better I was talking with a friend and we came up with some ideas that involves more utility to their aura or skill:
 
Warlock Kiera/Zedd
-         Change Teleport from Single Target to AOE
-         Add aura effect, when hero is hit, 40% chance to disable aura effects from enemy for 2 turns
 
Rune Magus Kiera/Zedd
-         Add Aura Effect: When someone in the aura is hit, 30% chance to knockback enemy
-         Change Wall to appear in front of hero (three walls at next possible tile in front of hero)
 
Mind Warder Kera/Zed
-         Add Aura Effect: 50% of chance to delay random enemy skill counter for 1 turn at the end of the turn.
Or
-         Add Aura Effect: when others in Aura attack there’s a 30% of chance to delay random enemy skill counter for 1 turn (debuff, not stackable).
 
  
Elementalist Kiera/Zedd
-         Add Skill Effect: Increase this hero ATK based on 30% of this hero MAG for 5 turns
-         Add Aura Effect: When others in aura attack there’s a 30% chance to shoot a fire missile with 50% of hero Mag as damage.
 
Those suggestions aim to make mystics more usable in general content and not just sitting ducks waiting (long) for skill to be ready.
Comments will be appreciated. Thanks for your time
Specific buffs to each particular job isn't gonna work. What she(and zedd) needs is a revamp on the PVP mechanics, which could redefine the meta yet again. I, for one, would welcome such a change.

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 11:35 pm
by ScherBR
your idea is not balance much, especially Elementalist

but, i still agree with Mystic buff in anyway.

...it's too long time after huge nerf....i wonder what Dev plans to do in future of Mystic.
It's not balance because I don'l like the idea of messing with we already have, is more like add more utility to make them more usable, in other words it's just a buff

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 11:38 pm
by ScherBR
As CBT players know, mystics have been nerfed before the game launch, the problem back then was that they were way too strong and able to lock and kill most enemy’s formations, there was a combo that broke the balance, the famous Isabella Invoker + Kiera/Zedd Elementalist/Mind Warder, so things were a little limited in arena because of this, as you needed the same heroes to be able to stand against most players, and a victory sometimes was only tied to who begins second in arena.


Well, this time is long gone since the launch path did major changes about how mystics work and how they were also directly nerfed in their damage capabilities. Since then nobody was using mystics anymore, even Kiera Elementalist a real force in the game was being left out of the arena.

And then came Ronan… Ronan shake up things a bit, because of how his skill works he can now kill some targets, what mystics were having trouble to do. Both Ronan paths are good for general content and arena. So now, mystics are being used again, but what about Zedd and Kiera? Kiera apart from the still rare Elementalist is still missing for Arena.

Before I start I want to recap what has changed and why mystics are weak as a whole:

- High skill CD, the highest in all classes, Kiera/Zedd Elementalist, Mind Warder and Warlock as example, needs 7 turn to charge skill
- Bad normal attack, can’t do any damage unless you’re able to do a critical.
- Bad damage potential because of how DEF also mitigates Mag damage.


So for some suggestions to make mystics better I was talking with a friend and we came up with some ideas that involves more utility to their aura or skill:
 
Warlock Kiera/Zedd
-         Change Teleport from Single Target to AOE
-         Add aura effect, when hero is hit, 40% chance to disable aura effects from enemy for 2 turns
 
Rune Magus Kiera/Zedd
-         Add Aura Effect: When someone in the aura is hit, 30% chance to knockback enemy
-         Change Wall to appear in front of hero (three walls at next possible tile in front of hero)
 
Mind Warder Kera/Zed
-         Add Aura Effect: 50% of chance to delay random enemy skill counter for 1 turn at the end of the turn.
Or
-         Add Aura Effect: when others in Aura attack there’s a 30% of chance to delay random enemy skill counter for 1 turn (debuff, not stackable).
 
  
Elementalist Kiera/Zedd
-         Add Skill Effect: Increase this hero ATK based on 30% of this hero MAG for 5 turns
-         Add Aura Effect: When others in aura attack there’s a 30% chance to shoot a fire missile with 50% of hero Mag as damage.
 
Those suggestions aim to make mystics more usable in general content and not just sitting ducks waiting (long) for skill to be ready.
Comments will be appreciated. Thanks for your time
Specific buffs to each particular job isn't gonna work. What she(and zedd) needs is a revamp on the PVP mechanics, which could redefine the meta yet again. I, for one, would welcome such a change.
mechanics changes are always welcome, so they can become useful again, buh then again it's something difficult to suggest, what we discussed, me and my friend was about making them useful with our actual state in the game, because right now Zedd (and Kiera to some extention) is just a in joke in most VF chats

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Fri Feb 24, 2017 11:44 pm
by ScherBR
your idea is not balance much, especially Elementalist

but, i still agree with Mystic buff in anyway.

...it's too long time after huge nerf....i wonder what Dev plans to do in future of Mystic.
Coming Soon™ 
Thanks for replying, my fear is the 
:D

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Sat Feb 25, 2017 12:42 am
by sweetamy
your idea is not balance much, especially Elementalist

but, i still agree with Mystic buff in anyway.

...it's too long time after huge nerf....i wonder what Dev plans to do in future of Mystic.
Coming Soon™ 
Thanks for replying, my fear is the 
:D
maybe TM is...Ten Month Mystic buff? LOL

just kidding...can't wait to see

yay!

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Sat Feb 25, 2017 1:39 am
by Inuki
My Kiera is rotting away with her gorgeous +15 5* set... T___T

Re: [Suggestion] Add More Utiltiy to Mystics

Posted: Wed Mar 01, 2017 12:34 pm
by Bansky
What I wish for is to have a mystic class hero that has an aura that can stun opponent when receiving damage. It would be a neat way to counter trigger teams.