Hi, First Drain Vitality: costed 35 nora for -6dmg and -3spd to target champ, those stats were distributed to 3 friendlys. After hotfix: cost to 50(+15) My idea: Cost to 40, effect should be gradual, target gets -2dmg -1spd each turn or round for X turns/rounds until the -6dmg-3spd cap and your friendlys get the buffs at the same rate. Could make sence that the affected champ doesnt get suckedout dry from its vitality instantly but progresibliblably Discuss(? :
Meh don't think id run it, UD needs more of a Instant effect ( Not saying revert it , i know it was OP)....... its a fast faction, slow play isnt rewarded , most of the time it is punished at that.
I think this is a problematic spell and can never be balanced properly because you can't really limit to whom the buffs are being applied to. I have a feeling that even at 50 nora it will see some play and will be very strong when played, problem is there are only so many deck slots and people have a hard time figuring things out. I feel that this is the type of spell that iPox would love to play with. Why not this: keep the old cost (35), but limit the effects to same race only to apply the debuff and the buff (or something along those lines)? So: "Target enemy champion that shares a race with the closest friendly champion" etc etc etc? "But Pede, there are no jakei, boghoppers, drakkies in UD, what the heck", to which I would reply "Tough luck, its an awesome spell but at a very high risk of running due to race restrictions". When you actually share the race, oh boy.
But those restrictions are ugly and already spread out What about the buffs going to the 3 closest friendly champs in deployment zones? that way works more as a reinforcement utility than an instant shutdown The instant effect plus the champs surrounding the target getting the buffs look like this to me: (Literally hitting you with your own amputated arm) Real solutions are: or its not instantaneueueous or the buffs go far away from target with a fun conditional to position(to spice things up)
Yeah, the deployment idea is actually a pretty good one, could even keep the current buffs/cc. I feel that the worst possible solution is leaving the rune as is and at 50 nora.
I don't mind it as much at 50 nora. Sure it's a nerf to opposing runes and a buff to your own but it costs 50 nora, not a huge deal not compared to the price it had other day.
As I said in the notes, I am considering changing it down the line, but do want to see how it plays at 50 nora for a bit. If I do change it, I'd probably lean towards a simple numerical reduction, say -4 DMG, -2 SPD and buffing 2 champs instead of 3, rather than introducing additional complications (the spell is already fairly technically complex, and has a bunch of pieces).
It's good at 50 nora, not too overpowered but if used in a power turn can really mess some things up for your opponent. Actually requires some tactics, do i play a 50 nora spell or deploy a champ.
No f that lets give all champs that the spell gives the damage to nkd and plus 8 ap, and flying and +1 speed.
and let ipox win ? NEVER! As a UD player i would rather see it be nerf to the ground than be abused because there too much of this abusive Bane Shift going around pox honestlyand it just needs to be stopped