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View Full Version : 005 Blood Mage [40] v1.0.1



ZERO
06-02-2014, 12:07 PM
Blood Mage
Required Level: 40
Levels per ability: 6
http://www.ibisgaming.com/forums/attachment.php?attachmentid=6891&d=1360273020Pheonix: 15-90% chance of reviving the fist teammate who dies
http://www.ibisgaming.com/forums/attachment.php?attachmentid=6890&d=1360272952Banish: 30% chance to confuse the enemy for 1-3 seconds
http://www.ibisgaming.com/forums/attachment.php?attachmentid=6892&d=1360273032Siphon Mana: Steal .25-2% of enemy total cash every other hit
http://www.ibisgaming.com/forums/attachment.php?attachmentid=6893&d=1360273048Flame Strike: 10-40% chance to burn an enemy player for 1-3.5 seconds
Curing Ritual: Sacrifice 250 mana (money) to gain 15-25 HP health







1.0.0

Initial Release


1.0.1

Max health gain limited to 400hp
Increased Ult cost to 250
Fixed glitch where Siphon Mana skill was broken

ZERO
06-03-2014, 11:17 AM
Siphon Mana: Get 30% chance to steal $20-170 from the enemy

Changed for balance to:

Steal .25-2% of enemy total cash every other hit

What
06-03-2014, 12:07 PM
Whats the cooldown on the ultimate?

ZERO
06-03-2014, 12:54 PM
Note that flame strike will not stack and will not stack from multiple attackers.

Also note that the same condition will apply to banish.

This is for balance and to help prevent strange glitches.

ZERO
06-03-2014, 12:56 PM
Whats the cooldown on the ultimate?

Got to look at the original ES code to see, if there was none one will be added for balance likely at 5 seconds.

Note the edit on his post is an error I hit the edit button rather than the reply with quote.

ZERO
06-03-2014, 02:01 PM
Note that the timer methodology for Flame Strike's repeated interval damage has been greatly improved. This will result in a significant performance improvement and reduced crashes.

ZERO
06-03-2014, 02:29 PM
Released to test server for final release testing.

ZERO
06-03-2014, 03:37 PM
Race ready for release will be released along with alchemist when completed. In the mean time please report any issues with new version.

Wolfenstinger
06-05-2014, 08:25 PM
Would like to request the Curing Ritual cost $250 instead of $100.

Reasoning : $100 is enough for 50HP at round 1. Or 200 if you don't buy. Depending on the player. $250 is enough for a heal or 3 at least. Later when his team is winning, it'll still be completely situational for the Blood Mage is free to play Offensively and heal himself up to ~100HP or sit back defending for ~300HP+.

CYBER
06-06-2014, 02:27 AM
Would like to request the Curing Ritual cost $250 instead of $100.

Reasoning : $100 is enough for 50HP at round 1. Or 200 if you don't buy. Depending on the player. $250 is enough for a heal or 3 at least. Later when his team is winning, it'll still be completely situational for the Blood Mage is free to play Offensively and heal himself up to ~100HP or sit back defending for ~300HP+.


What if the cost was 300/275/250/225/200$ at start (based on how many points in ultimate), but the cost of the ultimate REDUCES by 1$ for every second elapsed in the round?

This would make the race less about being instantly bulky at round 1 or start, but becomes more of a lategame sustain race the more time you're on it in the round? Especially seeing as the Bloodmage is usualy limited to 2 per team?

Wolfenstinger
06-06-2014, 09:48 AM
I figured a $250 flat rate would be fine, as its a simple healing spell that can affect the littlest calculations.

Rank 1-6 (15 / 17 / 19 / 21 / 23 / 25). Also there is no Team Restrictions on Blood Mage. You only assume "2 per team" because all you really need is "2 per team" to sit back and look pretty. Also based off the Blood Mage's kit as a whole, he's got as many on-hit effects as a =Jack=. Also since he can mug people for a couple dollars here and there, and kill for $300, it'll be fine. The easiest counter to all of this is to rush the Blood Mage without penalty since he can't mass light people on fire anymore. At least then you won't get one-shotted after killing him (stupid Hell's Demon)

ZERO
06-06-2014, 11:21 AM
Well he can hit them all on fire one at a time lol. But yea I was thinking that given how money comes easy to BM raising the ULT cost a bit would be good.

Wolfenstinger
06-06-2014, 03:12 PM
Couple things that I want to test / question :

1. Blood Mage doesn't revive self with phoenix on live, rather rolls to revive other teammates if up. Are we ok with letting Blood Mage now self-revive himself on a loop?

2. 2 Blood Mages on a team that die simultaneously will more than likely revive loop if #1 is fine.

3. If procd a round prior, and that target dies start of round BUT phoenix hasn't procd due to timer, does target come back that round? (Probably not due to a trigger that ZERO has up that stops dragonfly's death sparks, ward dmg, etc...)

4. How many Blood Mages does it take to get a simultaneous revive orgy going?

5. Upping Ultimate's price to $250, should timer be upped to 10-16s based off level in ultimate?

What
06-06-2014, 04:07 PM
Couple things that I want to test / question :

1. Blood Mage doesn't revive self with phoenix on live, rather rolls to revive other teammates if up. Are we ok with letting Blood Mage now self-revive himself on a loop?

2. 2 Blood Mages on a team that die simultaneously will more than likely revive loop if #1 is fine.

3. If procd a round prior, and that target dies start of round BUT phoenix hasn't procd due to timer, does target come back that round? (Probably not due to a trigger that ZERO has up that stops dragonfly's death sparks, ward dmg, etc...)

4. How many Blood Mages does it take to get a simultaneous revive orgy going?

5. Upping Ultimate's price to $250, should timer be upped to 10-16s based off level in ultimate?

If the cooldown is too long, its ultimate is almost like shadow hunter's heal, except it can overheal. I think the intention was to have BM heal itself in combat, and along cooldown will make it a camping class

CYBER
06-09-2014, 05:44 AM
doing some math... it's op as fuck...

i say that the ultimate heal should be of 10 hp instead of 25.

base money cost should be of 200 to test out instead of 100.

i'd much rather have those 10s ults with 10 hp gain, than a 30s ult with 75 hp regen.
that clutch tiny hp need makes a difference sometimes.

the_best_noob
06-09-2014, 06:33 AM
doing some math... it's op as fuck...

i say that the ultimate heal should be of 10 hp instead of 25.

base money cost should be of 200 to test out instead of 100.

i'd much rather have those 10s ults with 10 hp gain, than a 30s ult with 75 hp regen.
that clutch tiny hp need makes a difference sometimes.

Yeah, I agree.
It would be as quick and low-cost as the archmage heal, except alot more people play bm than archmage. The last thing we need for new players is for them to have a very powerful camping race and, well, camp rather than learning the mod and it's nuances.

ZERO
06-09-2014, 02:05 PM
Currently the revive is coded to work exactly the same as santa. So should I configure it to only revive team mates only or possibly it should better be reduced to only revive self as this is trying to be forced more toward an offensive rather than camping style race.

The only difference with the ULT from the original was that the original had 15 sec delay.

What
06-09-2014, 02:09 PM
I think it needs to be able to revive other players, thats the BM's bread and butter. If you replace this functionality with another race, then that would be fine, giving it like the orc respawn or something, but until then it needs to be able to revive others.

Passarelli
06-10-2014, 06:02 AM
Between the revive, banish, and the heal I could very well see this race being the 2nd or 3rd out the gate. Wait till your teammate gets capped, time it with the revive to pop out and hit someone. I'll be sad to the the endless pano respawns though. How long is the delay on this revive and does it spawn them on their corpse still?

ZERO
10-27-2014, 08:37 PM
1.0.0


Initial Release

ZERO
11-01-2014, 01:43 PM
1.0.1


Max health gain limited to 400hp
Increased Ult cost to 250
Fixed glitch where Siphon Mana skill was broken