Intro:
As quite literally everyone in the community knows, wiz is the most overpowered kit in the game at the moment
Many people say it's inherently flawed due to relying on abusing speed and running to heal if things don't work well at the start of the fight.
And a flawed kit demands a rework...
Invisibility is needed at the start of a fight, not while you're 4hp and running away after things didn't go the way you wanted if you messed up your combo
- Add a mechanic where the Stealth kit's invisibility is disabled for the duration of combat tagging
It can be a frustrating situation to fight a Stealth player, and spend effort and health/arrows(archer) on that fight just for them to decide to run away while invisible
Certain times it may be...
[!] This change would only be applied together with the removal of the normal on-kill arrow reward
- After successfully landing 2 shots, the archer gains 3 arrows and their x/2 shot counter gets reset
*This means the archer would need at least 66.6% accuracy consistently to avoid losing more...
[!] Would only work if the player is considered Out Of Combat by the game, and effects would instantly cancel when entering combat
[!!] CLARIFICATION:
> The item takes 1.5s to use, and during that time you cannot move. After those 1.5s, you gain half a heart.
> Since players sprint jump at 7...
Thank you for the reply! Those ideas sound great, however on the end part I have something to comment as a samurai main; I personally believe Sniper vs Samurai is a fair fight, due to samurai's skill expression through dodging based on prediction and archer's skill expression through predicting...
That is true, thank you for the reply! Always open to constructive criticism. However I think the last part is the most important but unlikely to happen change, because kits like archer have not been helped for so long while consistently landing every shot is still not enough to keep the victim...
Thank you for the response! I agree on the last part and I do understand the concerns of the points mentioned; To prevent that last problem, couldn't the duration just be shorter while the amplifier would be stronger? I was intending the duration to be a way to make sure if you get a kill while...
Upon successfully getting a kill, the attacker should be granted Regeneration 2 for 15 seconds. [Adds up to 6 hearts healed in total over the 15s]
I believe this would be healthy for Battle Arena FFA due to the fact that it is a free for all gamemode, and third partying feels awful to go up...
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