I think units that can drop unlimited free relics (relics that you would other wise pay nora for) is op. I think units should have ranks of relics deployment (ranks 1-3) so there can be a cap on how many relics they are putting out. Norther Cross Priestess' celestial spear and salaman trappers flash bang are relics that i have particular trouble with. Spear just because of damage out put (when you attack spear it counts spear as a champ so the ability triggers) and health it comes with. Flash bag would be a good ability to have a rank of relic deployment like rank 2 or 3 (able to drop two or three flash bangs in a game that is it.)
... Nah. Learn to deal with it, neither are OP ... Trapper is an incredible pain if you don't run detection, so run detection.
I'm personally not sure how to evaluate the Celestial Spear deploy though. I mean I consider that to be her ability and the relic to be a secondary use. But, some obvious solutions: 1. Give the deploys a nora cost. (derp ^^) 2. Limit to one deploy and start the cooldown when the relic is destroyed. Then cooldown can better impact a relic's impact (and make destroying it more impactful regardless of how quickly you manage it) Same could apply to summons tbh.
Any reason why not? You wouldn't pay 1 nora for a flash bang? Because that sounds unreasonable. After 1 nora, the rest is haggling to determine what it's actually worth. Although tbh I think there is a difference between trap deploys and relic deploys as traps tend to get destroyed without much effort. For trap deploys I would probably suggest that they are reduced to 1 health when revealed. Also maybe make it so champions with Detection can't set off traps. Although, along with that suggestion I would probably ask for UV to only affect champions.
I've long been of the opinion that what needs to happen is all of these relics deployed by champions simply need to be made summons. Suddenly they you aren't get endless contests without putting the champ at some potential risk. And it's not as though there isn't precedence of making relics from champs summons. The myx pupae dropped by the Myx Matriarch are summons.
I believe they do. There's all kinds of discrepancies with "Summoned" relics. At one point, I even tried Sever Summons on IS Spell Barricade to see if it would work. It didn't.
I like Fikule's idea of summoning the relic for a nora cost (reduced nora cost of actual relic, summoning ability still goes on cool down). I would like it if all summons cost some nora to be honest, make summoning less brainless. Pets do not fit into that idea though, unless, champion pets become an upgradeable ability for additional nora.
Relic summoning abilities are different from Cast: X abilities or Pet: X abilities. For example, Call: Celestial Spear does not summon a 30 nora relic for free. The relics were created specifically for the ability and would not exist if not for the ability. This is why you see them released at the same time as their summoning counterpart. Same as Rocklings and Boghopper Zombies. These runes were never really designed to be used on their own so its not fair to judge their power based on the cost of the rune itself. As to their strength that is an entirely different discussion.
Personally, I don't think champs should make other actual runes. It's really hard to negotiate pricing and balance. Why pay 35 Nora for despoil when you can get continuous casts for free on a champ with plenty of other abilities. I like how vampyre bat works as a summon.
Sort of illogical though. Why would the spell/relic that is on a champion cost less than the one that takes up a slot in your battlegroup and goes on cooldown only when destroyed?
Because it's on a champion? How is this not logical? You have to walk that specific champion to where you want it instead of any champion and dropping it whenever you like.