Curse Aura (Support Gem)

Curse Aura (Red Gem)
Modifier: 200% (Reserved)
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Linked Curse is transformed into an Aura (same size as the curse's normal radius). You may only have 1 Curse Aura active at one time.




Passives/Gear that allow you to have more curses allow you to have more curse auras as well.





This is an alternative to Hex Master. Thoughts?
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This is really cool, but the curse would have to be at 50% or less effectiveness.
Bullshit, you get the game for free.

-Qarl
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DaveSW написал:
This is really cool, but the curse would have to be at 50% or less effectiveness.


Why?
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Wooser69 написал:
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DaveSW написал:
This is really cool, but the curse would have to be at 50% or less effectiveness.


Why?

Effect will be constant rather than cast-and-expire. Also, AOE would probably have to be bigger to work with any effectiveness.
That's part of the reason for the small AoE. You will have to be really close for it to work. That way you don't need a reduced effect (some curses would be hard to reduce in effectiveness and still function)
Actually I was considering this while playing the other day as well -- why are there no debuff auras?

There's the slow aura that I've seen on mobs and totems, but other than that ... there's nothing that comes to mind.

Why just 'curse' link though? Why not allow any aoe spell to be aura-ized?
That would be pretty exciting, being able to build a character with a burning aura -- or an aura that slows enemies.
Not a bad idea.

I think the mana multiplier would need to be increased though. 200% isn't much. You also have to consider the reduced mana gem.

At 200 mana multiplier, you could run max level enfeeble for only 70*2*.71= 99 mana reserved. That's not much. Basically, you would reduce damage against yourself by close to 50% of any melee monster against you for only less than mana reserved (or life if you use blood magic).

For this support gem to be balanced, I think the mana multiplier would need to be at least 400%. And then, I don't think you should be able to use both a curse aura + a normal curse spell without having the Hex Master keystone (or unique item with + additional curse) for it.
Shadow : Covenant Pulser (504561)
Ranger : 12 charges Frenzy Archer (65154), Dual Claws Elemental ST (709126)
Witch : Self-Cast Arc Tanky Witch (770185), AoF EK/Bear trap (863970)
Templar : Frenzy + AB/Fireball "Cast on Crit" Wander (611200)
Marauder : Death Oath Staff User (498864)
Beside this being OP as fuck (temporal enfeebled auras anyone?) it would be clunky and difficult to implement given the way curses behave in parties. If a player casts a curse, previous curses are overridden. How would that interact with the auras? With multiple players with multiple different auras?

I love the idea, despite being downright OP (seriously, permanent chains+enfeeble would be GG), but it simply cannot function without all kinds of crazy new rules and exceptions being made.

Edit: But just for the sake of argument, @Velkor: To reach something clost to balance, at the very least I think the mcm would have to convert the flat mana cost value into an % reserved instead of flat amount reserved, on top of a radius and effect reduction of 30-50%. Consider the effect of inc aoe, reduced mana, and the aura reservation / aoe radius passives, on a flat mana reservation. Even at 600 flat mana reserved (only 340 after reduction), there's a way around it, to make the whole screen slow and weak via chains and/or enfeeble. There's no way around a 140% mana reservation :P
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Последняя редакция: CanHasPants#3515. Время: 10 сент. 2013 г., 21:00:02
I guess it should function as a 1 second curse that refreshes every 0.9 seconds while within the aura... so multiple curse auras would swap out at each refresh rate

also, wouldn't 140% make it impossible to cast/use at all?

40% reserved might be good.... but reducing the effect would be tricky
140% is a level 20 curse after being supported by Curse Aura at a 200% mcm which converts the curse's flat mana cost to a percentage reserved. After reductions (reduced mana, mana reservation passives) it would be an 80% reservation.

40% mana reserved, believe it or not, is nothing. The minimum potential for a 40% reservation is about 15% life reserved (with Prism) or about 20% mana reserved (with Alphas). Given how low mana reservations can be made, it is important that this Curse Aura not be able to be abusable.

Granted, Inc AoE support does not work with other auras, but this is not just an aura.. Inc AoE is supporting the curse, which is also being supported by Curse Aura, which converts the curse's aoe into an aura aoe. I'm not sure if it is possible for this interaction to be disabled given the current way skills and supports are handled (supports do not modify each other, they modify the base skill). Everything I mentioned above is keeping this in mind--that this interaction may not be possible to disable (currently). Be that the case, a 40% aura with Inc AoE would be only a 34% mana reservation (with just passives) and a minimum of 23% life reserved (Prism) or 30% mana reserved (Alphas). That is pitiful compared to the potential to give the entire screen a perpetual 39% reduced accuracy, crit chance, crit multiplier, and 34% less damage. Furthermore, any flat mana cost would be inadequate as well, given how relatively easy it is to have an excess of mana.

My point is: There is no easy way to balance its cost to the effect it would have on the game.

Edit: I do like the 1s duration; 0.9s refresh time idea. The animation could pulse in time with the curse's refresh rate, providing a visual cue to the players.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Последняя редакция: CanHasPants#3515. Время: 11 сент. 2013 г., 07:48:47

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