Spell Changes to Improve Class Balance!

Spell Changes to Improve Class Balance!

In this article, I will be highlighting spell changes that I believe would benefit the PvP and PvE metas for all schools. I will be going through schools and highlighting buffs/nerfs that I feel will overall balance the classes a lot more than they are now. Please note that Shadow Spells will NOT be analyzed in this post, as their value and swing in matches is too high and RNG based to make effective buff/nerf decisions. Credit to Alexander Lionheart for several spell ideas and the inspiration for several of my own. Check out his youtube channel here!

General Spell Changes

Polymorphs

Polymorphs are right up there with pacify and taunt as some of the least useful spells in the game. It simply does not make sense to trade all your stats for the piddling stats of a creature for 6 rounds. A much more useful effect would be to create a cancel polymorph option that the player could select(called Demorph). This Demorph button would replace the draw button when polymorphed and would allow a player to cancel the polymorph at any point on their round.

X Pip Spells

X pip spells fall into an interesting category in that many of them are very useful but also so inefficient that they preclude use. As such, I think a viable solution would be for players to be able to select how many pips they wish to consume at time of cast. This would make several spells much more useful and encourage diversity of play.

Taunt/Pacify

The Taunt and Pacify spells are an entire line with versions for each school that have absolutely no effect in PvP and no real use in PvE. As such you will likely never see these spells cast. I am willing to bet that many have forgotten that these spells even exist. To change these spells I propose making them have a one round effect. Pacify could make an opponent unable to attack you if there is another target(s) on the field. Taunt will make an opponent unable to attack anyone but you if there is another target(s) on the field. These spells would activate the round after it’s cast(meaning it’s not an auto dispel for the first turn player). Taunt and pacify would only affect spells that deal damage(debuffs/buffs etc would be unaffected). The x pip version of these spells would last a round for each pip slot used(for example if you used 14 pips it would last 7 rounds). AoEs would be unaffected. 

Berserk

Berserk is one of the most poorly designed spells in the game. It gives a slight buff to your outgoing damage(only 5% more than the school specific spells) while giving an even bigger buff to damage you take. As such I believe in order to make berserk more useful, change its effect to +35% outgoing damage and +20% incoming damage.

 Minions

Minions in their current form are not very useful at max level. It simply does not make sense to summon something that will likely die before it has any significant impact on the battle. As such I propose a new mechanic to minions. Allow players to load a card onto a minion that will activate upon the minion’s death. For example lets say I summon a Storm Elemental. At the time of summoning as long as I have the card I wish to load in hand, I load a healing current onto the minion(it would work similar to enhancing an attack spell in that I would lose the healing current spell and it would become attached to the minion for no additional cost). When the minion dies it will cast healing current on the user. In this way we allow minions to be a neutral tempo play rather than being a tempo loss(or possibly a tempo gain as they are at lower levels!). The ability to load minions will only be available to those who have unlocked shadow magic. Players could only load a non damaging spell onto minions and minions could only be loaded with spells that are at or below their pip cost and that match their school.

Self Hit Spells

Self hit spells are another type of spell that are useful at low level but fall out of usage at the higher levels. This is because the offensive bent of gear/stats often makes the self-hit portion of the spell too much for the benefit it imparts. As such I propose changing the spells to allow you the option of changing the self hit to backlash damage at the time of cast. Backlash damage would deal the damage printed on the card regardless of any stats while leaving any on field spells(such as blades, feints) untouched. You could also choose to have the spell act as it normally does. This adds some versatility to these spells and allows the player to choose the usage. Once again the option to convert the self hit portion to backlash damage would only be available to players who have unlocked shadow magic.

Accuracy Boosting Charm Spells

Spells such as precision, lightning strike and guidance see very little use for good reason. Even after casting these spells players have a chance to fizzle. Thus, instead of adding a percent of accuracy I propose buffing these spell’s effect to: the next spell cast will not fizzle. This makes these spells much more useful at all levels but particularly at the lower levels where accuracy is hard to come by. This even gives these spells some utility as a counter to common accuracy debuffing spells and smokescreen spam in Team PvP.

Top Tier School(s) Spell Changes

Balance

Buffs

Power Play

The literal worst school bubble in the game, this spell sees little use in PvP or PvE due to it’s universally useless effect. As such I would change its effect to: Reverse Pip gains for all players. What this means is that if you would normally get a power pip you get a white pip; if you would normally get a white pip you get a power pip. This makes the spell a useful control card. It allows interesting combo plays while slowing down the tempo and improving survivability against most bosses in the later game.

Hydra

Hydra as a card is underpowered and as such sees little use. It has the least dpp of any single hit off-school damage spell. Its tri-hit, while unique, isn’t very effective with such low base hits for each head. On the other hand, one of the things balance needs (until it gets Nested Fury) is an off-school AoE. As such I propose changing hydra to an AoE that does 170 damage per head. In this way, the unique mechanics are maintained while giving Balance an AoE option for the balance mobs it encounters.

Samoorai

There is nothing wrong per se with Samoorai, it just doesn’t accomplish anything for Balance. Both Judgment and Savage Paw match its dpp while Savage paw has the additional benefit of a blade. As such I suggest changing Samoorai into a DoT which is one tool Balance currently lacks. 300+300 Damage over 3 rounds.

Donate Power

Donate power is a good spell that has lots of potential. However, its 3 pip cost acts as a turn-off for an otherwise well-balanced spell that could possibly see more use in team play. Thus, my recommendation is to lower the cost of Donate Power to 2 pips. Give up 2 pips to donate 2 pips.

King Artorious

King Artorious’ effect is underwhelming especially when compared to the spell Efreet. It does significantly less damage than Efreet while also having a significantly less valuable weakness. I understand Efreet is a unique card and Artorious does offer a pierce blade but more can be done to help. Improve King Artorious weakness to 70%, giving Balance a reason to use its higher pip spells.

Sabertooth

Sabertooth’s effect is a bit underwhelming when compared to the other Rank 10 spells. A spirit shield makes sense, as the spirit schools are traditionally viewed as more defensive. However, I believe Sabertooth can be improved by adding an elemental blade to the caster in addition to its spirit shield. This makes sense, as the elemental schools tend to prioritize offense. It would allow Balance to draw from aspects of all the schools with its effect.

Nerfs

Loremaster

This card has been one of the most polarizing cards since its creation. Offering above dpp damage to balance with 2 effects, this card is still far more powerful than the other Lore spells even with their buffs. As such I propose increasing the weakness to 25%, increasing the accuracy debuff to 45% and changing the effect to randomly select one OR the other, not both each cast. In this way, Loremaster is still a potent tool — offering high dpp damage and either Weaver’s or Krampus’s effect — but it is not overwhelming.

Supernova

This spell allows balance to remove an opponent’s tool and deal exceedingly heavy damage, all while still remaining a neutral tempo play at 2 pips. As a result, this spell on its own often prevents other schools from even casting an Aura in the first place. My solution is to increase the pip cost to 3. In this way, it still maintains its heavy damage and utility but it is no longer a neutral tempo play. As compensation, I suggest boosting the accuracy to 75%.

Mana Burn

Mana Burn is an exceedingly powerful and meta-defining spell. Allowing Balance to maintain pip control and punish opponents for building pips while still doing impressive damage is amazing. As such I recommend these changes to the spell. Mana Burn will Cleanse one Negative Charm and then deal it’s damage while removing 2 pips from the opponent (instead of 3). In this way, Mana Burn does not destroy as many of your opponents resources while in exchange it gains some useful utility for Balance.

Fire

Buffs 

Scald

Scald is dealing less damage than it should as a DoT. DoTs tend to deal 25% more damage pip for pip. However, Scald bucks the trend, being slightly below dpp, while also being one of the few DoTs without an initial hit. An easy way to address it is to add 20 damage to the front of it. Thus scald becomes 20+495 fire damage over 3 rounds.

Detonate

Detonate is one of the most complained about Fire spells in the history of the school and for good reason. It is a very situational spell that is impossible to use in a solo situation. Yet it has one of the most interesting potential effects in the game. My solution to make Detonate useful without being overpowered is for KI to change it from a manipulation to a trap. In this way by using proper trap stacking order, one could take advantage of Detonate. Detonate would be a unique trap in that it would absorb the entire damage of the DoT and then unleash it all at once.

Hephaestus

Hephaestus is a great spell that has a lot of potential. However, it’s dpp is too low. Dropped spells tend to have a higher dpp and Hephaestus defies this trend. This may be due to the bubble in which case I advocate making it at least meet the dpp standards rather than exceed it. To that end, I propose buffing Hephaestus to 530-580 Damage.

Krampus

Krampus falls victim to the same paradox as Hephaestus. Dropped spells tend to be above dpp with an effect, while Krampus is significantly below dpp with an effect. The effect is also a cost free action so I believe Krampus should be allowed to go above dpp. As such I propose buffing Krampus to 450-490 damage

Nerfs

Burning Rampage

Burning Rampage has been a problem from its creation. The ability to spike huge damage (more than Stormzilla or Catalan) with no counter from second and only class specific counters from first make it an extremely powerful spell. As such instead of nerfing its overall damage I prefer redistributing its damage. Burning Rampage should be 440+330 after 2 rounds. In this way, it is still a potent hit but its first hit can be shielded from and its second hit isn’t a gg if uncountered.

Ice

Buffs

Handsome Fomori

Handsome Fomori’s 25% accuracy debuff is a joke. Today’s meta has increased the prevalence of accuracy jewels and as such 25% is not going to be doing much, if anything, to an opponent’s spells. Thus, I propose increasing the accuracy debuff to 50% making it a more realistic combo spell and a possible alternative to Winter Moon.

Colossus

Ice Colossus is still dealing less damage per pip than it should even after its buff. Ice and Life spells tend to match up in dpp in comparable cases. However, Centaur outclasses Colossus for no apparent reason. As such I suggest buffing Colossus to match Centaurs damage at 515-595.

Cooldown

Cooldown is a pretty cool (heh puns) concept. It’s a spell that reduces one tick from all DoTs on your team. Despite being a cool concept it is rarely ever used. The simple fact is that triage is the better card in most cases as it removes the entire DoT. It is rare for a wizard to be affected by more than 2 DoTs at any one time. Thus, I don’t believe the 2 pip cost for this spell is warranted. Reduce the pip cost to 1 and call it a day.

Nerfs

None Needed

I can already hear the comments now. “No nerfs needed Eric? But Ice is a top tier school, have you lost your mind?!” The simple truth is that none of Ice’s non-shadow spells are OP on their own. Ice is doing so well due to a number of small factors coming together, not due to overpowered spells. Ice’s stats, spell synergies, tc availability and recent changes all come together to make it the top class without any truly overpowered spell. For more details see this article.

Life

Buffs

Goat Monk

Goat Monk is a card that doesn’t really have a justifiable use in a life deck. As such I propose making it life’s first stun spell. Add a stun to its effect. This gives life some combo utility that it currently lacks and allows them some more offensive options.

Sacred Charge

Life has been asking for a low pip AoE for a long time and sacred charge is the perfect way to do it. Simply change it to deal 360 damage to all enemies and 250 absorb to the team.

Nerfs

Guardian Spirit

This spell has been a polarizing one since its creation. It has the ability under certain conditions to completely reset an opponent’s mistakes over and over and over again. I believe the spell should indeed give a second chance but it should not give a guaranteed stall option. As such I propose buffing the spell to recover 30% of your max health but be unaffected by healing buffs or debuffs both statistically and on the field.

Low Tier School(s) Spell Changes

Death

Buffs

Lord of Night

Lord of Night is a great spell except for it’s piddling effect. A 25% infection is useless in PvE and accomplished almost nothing in PvP. As such I propose buffing the spell to leave a 25% death damage bubble rather than an infection. This gives death a potent offensive option that is useful in both PvP and PvE.

Dr. Von’s Monster

This card is another card that leaves a very weak infection that is not at all useful in any circumstance. As such you will almost never see this card used. As a nine pip card I believe it’s effect should be very potent. I propose replacing the infection with a -80% weakness which allows the spell to be a potent recovery and counter move for death wizards.

Mass Infection

There is no logical reason for mass infection to cost 3 pips. Doom and gloom has a stronger effect while costing a pip less and infection is a cost free card. Reduce mass infection to 1 pip to allow for more sensible usage in team settings.

King Artorious

Death’s King Artorious spell is the most disappointing of all the King Art spells. It’s effect offers yet another weakened infection that death does not need. As such I advocate changing its effect from a weakened infection to a feint. This allows death some combo utility and offers a powerful aftereffect for the class, justifying it’s use over Skeletal Dragon.

Nerfs

None Needed

The death school isn’t in a great place in the max level pvp meta. As such none of it’s spells require a nerf. Even Bad Juju is a well balanced spell that simply fell victim to the jade menace. The reshuffle changes significantly reduced the viability of the dreaded Jade Juju set and as such even that spell does not need a nerf.

Myth

Buffs 

Keeper of the Flame

Keeper of the Flame is Myth’s version of Brimstone Revenant and as a result falls quite short. Myth does not have the same trap synergy that fire has. In fact, most of myth’s signature double hit and DoT spells are very hard to use with traps. As such I propose making Keeper of the Flame a unique card that synergizes well with one of the characteristics myth is known for: stuns. Instead of leaving a myth trap change Keeper of the Flame to remove one stun defending spell. This means that instead of stunning(A 4 pip stun spell is much too spammable), it will remove one stun shield or conviction that the opponent has. This gives myth some potent combo ability and the ability to use stuns multiple times in battle.

Dimension Shift

Dimension shift as a card is just really poor in anything that is not an extremely slow tempo match.  Minions don’t last long enough for Dimension shift to work and it is a very expensive card. In order to buff it I propose changing the effect to switch all hanging effects with minion OR opponent and reducing it’s cost to 4 pips. This gives myth some more potent combo ability at low pip levels which is exactly what it needs.

 Nerfs

None Needed

As can be seen the myth school does not need very many buffs. Similarly, it does not need any nerfs. The myth school has very potent spells. Medusa, Basilisk, King Art, Celestial Calendar are all very strong spells. The reason myth is a low tier class is because the meta is so fast many of these potent spells rarely come into play. Even shatter (which was once a very overpowered card in a meta where the neutral phase of battle dominated) is no longer overpowered. As such I can’t see any justified nerfs to myth school spells.

Storm

Buffs

Disarm

The disarm spell is in an interesting place as the only single removal spell with a pip cost. When both cleanse charm and cleanse ward cost 0 pips, both shatter and enfeeble cost 3 pips and both Mystic Collossus and Glowbugs costing 5 pips+shadow it makes little sense for Disarm to cost a pip when pierce costs 0 pips. As such I propose changing Disarm to cost 0 pips to match it’s ward counterpart.

Catalan

Catalan’s 25% accuracy debuff is laughably bad in a meta where accuracy is very easy to come by. One of the things Storm needs is some combo utility and as such I propose changing Catalan’s accuracy debuff into a stun instead.

Catch of the Day

Catch of the Day is grossly underpowered having the lowest dpp of any Storm spell outside of low end bolts. As such I propose buffing it’s damage to meet the damage per pip standards of it’s other 5 pip counterparts. Have Catch of the Day deal 670-710 damage and remove 2 blades.

Healing Current

Healing Current is a potent Storm tool but falls victim to the fact that 66% of the time the heal is not worth using. Storm in the current meta is in great need of some reliable healing particularly since it’s health buffer is so low compared to the other schools. As such I propose changing healing current to 400, 600 or 800 heal. In this way it has more palatable low and mid level heal potential at the cost of reducing the max heal potential.

Storm Elemental

The Storm elemental is the most passive minion in the game. Boasting no attacking spells it is completely useless in most PvP environments. It does however serve a function in the low level PvE environment. As such in order to make it more viable in PvP while allowing it to function just as effectively in PvE I propose giving it a modified lightning bats. This bats would deal the same damage as the typical lightning bats but would also taunt all enemies. Minions having unique more potent attacks are not unusual(see the Ice minion which casts ice bats and ice sharks).

King Artorious

Storm’s King Artorious spell has an even worse aftereffect than Death’s. Lightning strike is near useless at the level King Artorious is received and at every higher level particularly with the jewel update. What Storm really needs is some offensive/defensive utility and King Artorious is the perfect opportunity to do so. Change the Lightning Strike effect to a -90% accuracy debuff which will allow Storm a chance to combo or to play a defensive spell.

Nerfs

Insane Bolt

Insane Bolt has been a polarizing spell since it came out. When it hits it can completely swing a match or end it in your favor. However, when it backfires it results in an automatic loss. As such I propose a complete revamp of the spell that reduces it’s swing factor while also making the spell less risky for the user. Change the card to 600 moon damage to opponent AND auto fizzle next outgoing spell. In this way, the spell is still very potent but less match defining while simultaneously reducing spam potential.

Questions/Comments? Let me Know in the Comments Below!

 

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Leave A Comment!

  • Corwin ShadowForge

    Balance: I’d rather see power play just be 2 pips, loremaster should just get the mantle outright removed. Never liked how it put up a mantle anyway. I see mana burn as an even 3 for 3 pip trade so I don’t think it needs a nerf. A 3 for 2 trade would be making it as useless as donate power and the 4 pip shadow enhanced spells make it way harder to time.

    Fire: Hephaestus grants decent damage and switches a bubble in one turn so I look at it like a 3 pip spell if an opponent’s bubble is up, it doesn’t need a buff and is plenty strong at lower lvl. Krampus being a 450-490 damage spell + 45% mantle is a little overkill at low lvl and it’ll pretty much fall under the same op boat as lore. Rampage, nice.

    Ice: The only other school that got a juiced up aftereffect from a shadow spell is life, still think weaver should give a 50% shield. Won’t get any further shadows since you didn’t mention any.

    Life: Seraph needs a better voice.

    Death: Lord of night would be a cool counterpart to hephaestus if it gave a 35% doom instead of a 25% infection trap.

    Conclusion: Hope you get your resume handed in to KI soon.

    • Yoan Dimov

      Mana burn is anything but equal. 3 pips= 750ish damage + 3 pips. That’s the formula I see for it. This makes it very spamming due to the balance being able to drop you down health, remove your strong hits basically with your pips, and tower shield or black mantle your 2 and 4 pip spells until another mana burn. I actually agree on his proposal for mana burn.

      • Corwin ShadowForge

        You can’t “spam” mana burn lol that’s the least effective thing you could do in a match.

      • LiamWH

        Mana Burn is often not 3 for 3 pips. Any spell being cast by the target will proceed normally, even if the target loses all pips. For this reason, a player can still cast a shadow enhanced spell, even after being ‘burned. Worse than this, if the target goes first and uses all pips, the wizard casting Mana Burn spends the pips, but does no damage at all!

        Mana Burn is very useful for pressure, but its pip efficiency seems just about right for what it does.

  • Yoan Dimov

    I believe your damage changes proposals are a bit too much from the original damage. What I’m getting from this guide is you want a spell like hephaestus buffed up to about 545 damage and give a 2 pip lasting effect that can even change another on the field, but you didn’t even mention buffing winter moon when it’s below dpp “for a dropped spell” and has a zero pip effect that can be easily countered with stun resist, conviction, or stun blocks. Please explain how this is suppose to “improve class balance”.

    • Eric Stormbringer

      Wintermoon is actually above dpp for a dropped spell with an effect. Haphaestus buff would put it AT Dpp for a dropped spell wheras wintermoon is above dpp.

      • Yoan Dimov

        How is 495 damage for 5 pips, the same as scald which is to all enemies and you even want that buffed, above dpp?

        • Eric Stormbringer

          Simple-because when evaluating dpp within schools we use the dpp for that school. Prior to Wintermoon Ice school dpp on single target,single hit spells is:

          Scarab- 85 dpp
          Snow serpent- 88 dpp
          Evil Snowman- 90 dpp
          Wyvern- 91 dpp
          Winter moon- 99 dpp

          • Yoan Dimov

            Okay thanks for clearing it up. I previously thought it’s 100 for all schools average dpp and to some extent still do but I can see your terms. That doesn’t change the fact Hephaestus is the same thing as half a gaze without shadow pip. I will always think this version of it is overpowered. I suggest actually making it 475 damage (or just the higher end of it now) plus bubble to create dpp and effect balance.

      • Yoan Dimov

        For keeper of the flame I suggest keeping the damage the same but just changing effect to a +35% blade.

        • Victoria Anvilblade

          it would better if keeper of the flame gave 2 traps. This would give a spell effects similar to fire’s fuel.

  • Billy Garvey

    Give balance a 5 pip DOT? Are you insane?

    • Eric Stormbringer

      It’s not as crazy as you think. One way to nerf an overpowered spell is to give the school a balanced alternative. My supernova changes accomplish that as well as my Samoorai changes. Now balance is put into the position of: they have 4 pips and the opponent has an aura: Do they loremaster or supernova? Or the balance has 5 pips- do they play a defensive mana burn or do they push for openings with Samoorai?

    • FuffyRuff

      Well we can do this the hard way, or we can do this the harder way.

      Harder way: lore, lore, lore, lore gaze, lore, gaze

      Hard way: lore, lore, dot ( maybe), lore, lore gaze, lore lore.

  • Joseph Stormsword

    Oh boy, comment time. I’m mostly concerned about a few ideas of yours here.

    Storm:
    Nerf Insane Bolt? The whole point of the spell is to shift the battle in your favor or end it completely. 600 damage is nothing, especially when people are sporting ~50% universal resist. Also, an auto fizzle?…. If you want to reduce spam potential, just give it a lower accuracy, like 50% or something. Heck, Wild Bolt used to have 10% accuracy for a straight 1000 storm damage. By changing to to 600 damage with an auto fizzle upon next usage, I think you’re defeating the purpose of using this spell. No one will want to use a spell that can end the duel by hitting themselves, or a measly amount of moon damage.

    When spells like Catch of the Day have additional effects after damage, it’s common that the damage will be lower compared to its counterparts without secondary effects. To me, the damage change just sounds like power creep. Why take Stormzilla when I can have a spell that costs the same pips, deals 20 less damage at the maximum of its range, and removes two charms? I think its better the way it is now. I don’t think all spells should have the same dpp across their school, or however you’re trying to put it as.

    Now, one example you might bring up is “but Sandstorm does less damage than loremaster!” Well, to a single target it does less, but it does more damage total divided among the entire enemy team. Another example might be the current Samoorai and Savage Paw, both are 5 pips and both do roughly 500 damage, while Savage Paw sports a nice +25% blade. Personally, I wouldn’t take either. I’d use Shift Greenoak instead because they basically have the same pip cost. 5 pips = 2 power pips and 1 power pip that might be converted vs. consuming 3 power pips for a spell that also leaves a weakness behind as well as a blade.

    Balance:

    You didn’t buff Hydra’s damage, you nerfed it. Right now, it does 190 base damage per head.

    • Eric Stormbringer

      Insane Bolt-Exactly- my proposition limits the swing factor of the spell while also meaning it isn’t an intant death spell when it backfires. 600 damage is still more than any 2 pip spell and most 4 pip spells. The spell can no longer end the duel by hitting self. It deals 600 damage AND autofizzles the next spell you attempt to cast. In other words it acts like hyperbeam in pokemon.

      I agree that additional effects tend to lower damage for normal spells. However KI has established that the dropped/crafted spells actually have an effect with more dpp with a few notable exceptions.This is why I am buffing Catch of the Day to be AT Dpp. Note that Catalan’ weaker effect puts it ABOVE dpp.

      Balance- Correct- I nerfed Hydras damage in order to make it an AoE.

  • James Earthwalker

    Some great ideas here! Here’s my thoughts:

    Balance
    Love the ideas for changing Power Play and Loremaster. Samorai definitely needs some love too. Mana Burn’s pip cost needs to be upped, as in competitive play it’s frequently used when opponents are maxed out with 14 pips.

    Fire
    While I do think its damage spells need a bit more love, I don’t think Fire needs too much of a boost in terms of utility. It’s already one of the best schools competitively due to its already expansive toolbox.

    Ice
    While I agree that Handsome Fomori’s accuracy debuff DOES need a boost, I think -50% is a bit too extreme. I think a -35% seems a bit more reasonable. Also, why not make Cooldown 0 pips? Triage is 0, so…

    Life: GOAT MONK BUFFS YES!!! Also, Sacred Charge needs to be an AOE, but why stop there? Make it 6 pips and buff the damage! And while I think your argument for Guardian Spirit is fair, I think it’s also relatively balanced as is. The only things that can influence it are Incoming/Outgoing Healing, Sanctuary, and healing Auras like Cycle of Life, and two out of those three are rarely used in competitive play.
    Also, a few more things:
    . Wings of Fate need to have the Division mechanic in regards to its healing AND a buff in damage. What’s the point of using it in PvE if Forest Lord is inherently more powerful and you’re not questing with 3 other people?
    . Sacred Charge needs to be craftable. No more Aphrodite for me, thanks.
    . Take the exclamation point out of Gnomes! I mean, why is it there in the first place?

    Death
    Your proposal for Lord of Night is very intriguing, but a bit overpowered. Death wizards already use Red Ghost, so what’s the point of another damage bubble? I think it would only make sense if Goat Monk also got the same buff in terms of making a damage bubble as well. (I’d say Samoorai should get a damage bubble too, but Balance already has Gaze of Fate.) Mass Infection shouldn’t be 3 pips, but it shouldn’t be 1 pip, either; I think 2 pips would fit it better considering how large of a debuff it is. Dr. Von’s Monster should still keep the healing debuff, but it should be larger. Maybe the size of a regular Infection? Finally, the idea for a Feint on Death Artorious is ingenious, I don’t think it should be the regular +70%. Maybe +55% instead to make it a bit more fair?

    Myth
    I think the ultimate way to make Keeper of the Flame viable is to change its Trap into a regular Myth Blade. Also, YOU FORGOT NINJA PIGS!!! Out of all the spells that deserve a damage bubble effect, Ninja Pigs is hands-down the #1 candidate!
    On the flipside, Medusa needs a nerf/buff in that it should give/break 2 stun blocks instead of one, since it stuns you for two turns. Seems only fair.

    Storm
    Can I just state for the record that there NEEDS to be an Enfeeble-esque version for Cleanse Ward? Just putting that out there.
    I think the Storm minion is supposed to be passive on purpose, as Storm is primarily about offensive tactics. At the same time, though, it is INCREDIBLY selfish in its casting; I think it could be much more viable (and incredibly annoying, now that I think about it) if it tried to help out and buff the player more rusher than being so self-serving. Like the idea for Storm Artorious, but I think the accuracy debuff should be -50% instead of -90%. As for Catalan, love the idea for a stun, but I think a Storm Blade might be a more powerful buff and really help Storm dish out some massive combo damage.

    Additional Ideas for Combat:
    . We need a speed-up function for the battle animations. Seriously.
    . There should be a side-quest that unlocks mutations of regular spells that mobs use in the game. For example, White Rat for Myth, Storm Dragon for Storm, Giant Spider for Life, and Deadly Ninja Pigs for Death.
    . As touched on briefly with Sacred Charge, the spells dropped by Skeleton Key bosses NEED to be craftable. Say what you want about Burning Rampage, but it’s undeniable that wasting a Skeleton Key on a boss for the nonexistent chance of getting a spell (looking at you, Aphrodite) is frustrating as well as time-consuming.

    Let me know what you guys think! 😀

    • Eric Stormbringer

      Thanks for the feedback! The reason I buffed the higher pip spells as much as I did is to add an incentive to build to those spells. Right now the meta is so fast paced partially because the lower cost spells are so much better to use in terms of both utility and cumulative damage.

      • James Earthwalker

        Totally get your reasoning, Eric, but over-bloating spell power can lead to a variety of issues. Look at Loremaster, for instance. I definitely think that specific spells DO need pushes in the right direction in order to get more love, but pushing too hard could end up even worse than the current situation.

    • FuffyRuff

      As a max lvl Myth wizard i like ninja pigs to stay the way it is, i don’t want it to gain a after affect cause that will most likely result in lowering it’s damage and when you don’t have a shadow pip showing or doing low lvl pvp, ninja pigs is there and does GREAT damage. So i honestly think ninja pigs should have no changes but that’s just me.

      • James Earthwalker

        Totally get what you’re saying, and back it 100%. My concern is that people will get ticked off if Samoorai and Goat Monk get buffs while Ninja Pigs is left in the dust.

  • Jeremy Ravenhunter

    Balance:
    Even with nerf, lore is still bit too good in my opinion. Damage is still really high and after effects are still quite good. Make it 5 pips so it can’t be so spammable.

    Fire:
    I’d say hephastus is fine. It leaves permanent after effect and gives fire nice advantage in bubble wars.

    Death:
    Infection should remain on it, i would only make it stronger. Point of drain attacks are good sinergy when fighting under a doom. Changing spell to leave damage bubble would completely destroy that. Strong infection (maybe 75%) would be great utility spell for bubble control from second.

    Other than that, this is the best article i’ve read in a while. I really hope that KI will implement some of this changes.

  • Sillylittlesushi

    A couple of comments:
    1. Not every spell has to be useful for pvp. That’s why we have the no pvp tag in the first place, and there is no reason why every spell has to be viable. The changed to these cards would be way too powerful, especially in group play.
    2. The general damage for spells needs to go down, not up. In the current high-aggro meta, big bursts using shadow enchanced spells will nearly always settle a match, making the one who gets a shadow pip first a huge advantage. In addition, for spells that ‘combine’ effects, your not only paying for the cost of the effect: you are also paying for it being combined with the hit itself, which results in a lower pip-to-damage ratio

    • Eric Stormbringer

      1. Which spells in particular do you see as problematic in group play?

      2. Sadly I don’t see shadow spells going anywhere soon.

      • Sillylittlesushi

        1. Pacify and Taunt both seem crazy. The hitter can stay protected from single-target hits while he slowly blades up, then sweeps with an AoE with no counterplay other than an enemy AoE. Taunt is probably the more balanced of the two, but it guarantees a free turn without taking direct damage no matter if the taunter survives or not.

        2. Yeah, me neither. I just wish there was some form of counterplay against them, instead of losing half your health pool because your opponent got a shadow pip before you can stabilize.

        • Eric Stormbringer

          As far as Pacify goes is there an AoE version?(I don’t think so but I could be mistaken). Either way I designed the spells in such a way that there is always one round in-between casts when the caster can be targeted.

      • Yoan Dimov

        I see a problem with the use of taunt and pacify. You did not describe how if multiple people used these 2 spells at the same time would work. Also X pacify is crazy! For 7 rounds I could remove any debuffs and pack a bunch of buffs or spam a bunch of hits for the kill.

        • Eric Stormbringer

          It would work with the same threat system. If all pacified or taunted then it would have no effect. If 2 players pacified then the opponent would have to target one of the other 2. Finally I indicated that buffs and debuffs would be unaffected by these changes, the only way you could possibly spam a bunch of buffs and hits is if you waited till 14 pips, managed to keep your minion alive for x number of turns after you cast this 14 pip spell or hope that the opposing team doesn’t have any aoes whatsoever etc

  • Oxfordvalley

    As a player who has played storm since 2010, I have some things to suggest:
    – Queen Calypso doesn’t have much use either. I’d propose a flip of effects while simultaneously buffing the damage to 530-590.
    – A very useful enchant could be a mutate fire dragon into storm dragon. The storm dragon spell would be exactly the version certain enemies have: 900-1000 damage and -50% accuracy to next spell.
    – We learn Triton at level 38 yet learn Stormzilla at level 42. Both spells are merely single target hits. I suggest that we make at least one of these spells into a DOT otherwise Stormzilla doesn’t see much use in a storm wizard’s arsenal. The damages would change as follows if either spell could get changed:
    Stormzilla: 420 + 408 damage over three rounds
    Triton: 600 + 402 damage over three rounds
    – Iron Sultan could use a buff. Its DPP is not much above the DPP of Scorching Scimtars, and storm generally has a big DPP lead over the other schools, even fire. I suggest buffing the damage to 1220.
    – Rusalka’s Wrath’s weakness part of the spell should be removed. Just keep it a 30% blade for all cases.

    • Yoan Dimov

      We learn triton at level 40.

      • coolguy01

        nope its 38 from a quest in mooshu involving a victory against the plague oni i believe. Each school gets some spell at 38 beating some oni i think. Assuming since i remember fighting war oni and plague oni for the spell although ice was some weird ninja pig for iceblade.

  • Blaze D.

    You guys looking at this wrong. it’s not just the spell needs changing or nerfing. It’s the gear stats and pierce jewels. Ice running with universal resist 65%, almost 8k health, over 100% damage and 33% pierce is insane. When all the wands stats and pierce stats gives the same amount of stats across all school. Then only ice will have advantage over any school.

    • coolguy01

      hella facts dude top tier school before jewels just abuses shrike for the big finish etc. Darkmoor made the game interesting but the jewels really crushed the game and critical. With the rewriting of critical for polaris the game kind of said storm we dont want you in the arena. Block becoming luck based now(remember in azteca and stuff with 170+ block u were safe lol). The meta is ruined with this critical jumbo and polaris became centered around block and critical as seen with rasputin boots and those amulets. Honestly if I were KI i would have just introduced the pip conversion stat right then and introduced something else for mirage. PvP doesnt become really as skill based as it used to be in my opinion just pick something with 50%+ resist and 5.5k+ health and 90+ damage and ur in which is mostly ice and balance sometimes life. Fire barely survives with its variability in spells. Cards are great although a few nerfs you mentioned would be nice. Overall my point is the cards arent as bad of a problem as are the jewels and critical nerf. Perfect accuracy and insane pierce with unreliable critical unless you sacrifice your stats. This may seemed biased towards storm and against ice but its not meant to be. I have high leveled ice and storms and i enjoy the fact ice has some offense its just storm needs to maintain its reputation and be able to strike harder before they get one shotted. If ice was able to become hammer-like storm should get some tank-like compensation to stats.

      • Immune 0

        Storm is still way more powerful then the other schools with 50+ pierce and almost 130 damage and a spell that does 1300 damage to all enemies and removes all blades it often does around 3000 damage to everyone for only five pips. And frost giant does about 1200 with no buffs to everyone wile storm lord with no buffs does about 2200 to everyone with the same effect, almost 1000 more damage. Storm is still outclassing ice damage by allot. But I agree that the critical change really made storm bad in 1v1 pvp but if storm gets a buff it should only affect 1v1 not 2v2 + they are already like the best school in 4v4 a the moment.

        • coolguy01

          you did bring the point about damage but change or not all the other schools are quite racist to storm packing those volcanic shields. Besides the top tier schools have health. At level 120 ice packs 4204 base health a life has 3714 a balance has 3686 and storm has 2343. A decked out storm with the top gear hits approx 5k and ice’s base is more than 80% of an equipped storm. With gear an ice is easily 7k+ with severe offense. Storm does not typically shield either because they have to focus on hitting but those storms that do put some shields will most likely be putting their stats into some block rather than a crit thats high enough to go above the block. Most wiz run the rasputin amulet which is 80+ block easy. The change is massive compared to the 40ish from the morganthe. Pre darkmoor ice would have the life mastery since their 60%ish damage would not kill quick enough. The moment darkmoor hit with jewels ice grew from the norm of ~60% dam ~50% res ~5% pierce to ~90%+ dam ~60% res ~30%+ pierce. Storm was typically around 100% only gained about 20% dam from darkmoor and i suppose some decent enough resist but not much pierce. However the resist is shredded by the pierce jewels making it not enough to keep the storm alive. Heck for 1v1 i tried to make my storm resemble ice by mixing some darkmoor and jade lol. Storm does not survive alone. your mention of 4v4 storm is a staple because it does have offenses. But even with the 50% pierce here is the immune shield spamming jade healer with sanc rebirths to heal his dead teamates and use storm dispels. Whenever there is a storm it was usually kill the storm kill it now. Still same concept but now heals are growing stronger with each world. In azteca i doubt people broke 60% outgoing easily but now different story. Unicorn for 1000 … ok um ill just wait another 4 rounds to lord u. oh 3 players just decided to storm dispel me. uh… hey team wanna cleanse… oh your deck hates u, thats cool… anyways i have seen teams without storms too mostly in upper meta oddly. I see life and death staples along with ice and fire. Storm is beginning to fall out of favor because it is not viable enough to keep healing the glass cannon. Ice can go all out on being a glass cannon because its gear has the staple of resist and not to mention the insane health on anything it wears. Ice was seen to match storms power in khrysalis with amulets. Alpha omega ring Titan felled blade. Ice has gotten a bigger upgrade at every turn compared to storm. I feel storm was good its just not being nerfed as positively compared to the non hammer schools. Sure its offense is deadening but its just too easily countered these days as compared to pre polaris. Pvp storm is becoming less viable than compared with the archmage where the opponent would struggle to outheal the storm. K i’s biggest mistake was definitely critical they should have left that untouched and used a new stat at exalt.

  • greatrain576

    I disagree with the vast majority of this post. Some of the ideas are fine, but many are not thought out very well and would have major disadvantages of the change. First I must comment that polymorphs are better at their achieved levels and lose usefulness over time. They can still be used successfully at lower levels. Next was the comment about berserk. Berserk gets its name from its berserk effect, the spell was designed to provide a major buff while also providing a major risk. The connecting of spells to minions is also a bad idea. A player could attach a shadow enhanced attack or high damage spell to their minion so that when the minion is defeated, the opposing wizard takes massive damage, allowing for an easy ko in the next few turns. Next up, the damage to self hits. Taking away the immediate damage for a backlash, a player could avoid the damage completely by winning in the next few turns. On top of that, the player using that self damage has time to recover health, prepare for the hit, or shield themselves prior to the hit. With the X rank spells, they are designed to use all pips. They allow players to build up large amounts of damage, and also means that players need to plan ahead. Your changes to school specific spells make most spells, whether the attempt to be buff or nerf the spell, actually nerfed. Being a fire wizard I shall use a fire spell as an example; the scale spell you want to change to have an immediate hit prior to the DoT. This would make the spell less useful as the first hit would remove any stacked traps on an enemy an would mean an overall less useful Scale. Storm: the Water Elemental minion is designed for defense, though it only defends itself. Giving it an attack would offset the balance of the elemental school minions. Balance: mana burn receiving a rebuff also seems like it would be pointless as losing only two pips would mean you could recover those pips in just two turns. The spell itself takes five pips to cast, putting the caster at more of a disadvantage then the attack target. Death: mass infection does not need a pip decrease, period. Ice: Cool down is fine how it is. Life: sacred charge should remain single target as its effect and damage equal just about where a spirit armor with one less pip and a nature’s wrath’s damage range is at. Overall, I disaprove of the majority of these changes and they would just cause the high ground to shift control.

    • Eric Stormbringer

      1- This doesn’t change the nature of polymorphs, just allows players to cancel them at any time.

      2-Berserk- The major buff is only 5% more than a school specific buff at a additional 40% risk. Doesn’t make much sense to me. I am simply making the benefit worth the risk

      3-I specifically indicated that damage spells can not be attached to minions and that their pip value can only be equal to or lesser than the pip value of the minion.

      4-It’s backlash damage that is applied instantly as the spell is cast. How are they avoiding taking damage?

      5-Scald is already inefficient with traps since it is a DoT soooo….

      6-The balance of the elemental school minions? Why is the fire minion allowed to attack, defend, debuff and heal then?

      7-Mana Burn is still a hugely effective pressure spell even with the nerf.

      8-Mass infection doesnt need a pip decrease because….?

      9-Cooldown is fine as is because……?

      10-So you don’t believe Life could use a low pip AoE?

      Shifting the high ground is precisely the point of these changes. Hence the balancing the meta point of this thread.

      • greatrain576

        Let me first off say thank you as you covered points in your reply more clearly then how I saw it above. Let me see if I can make my reasoning clear now.

        1. I do believe that if you wanted to cancel a polymorph, there should be some kind of penalty, whether it be something as minor as a weakness on the caster or damage to self. Ex: if a wizard uses polymorph treat to heal themself, but would like to cancel after their health reaches a high point, they have a -50% weakness added when they cancel it. I think I went after this because of the way you started your statement about the polymorphs, as I do find polymorphs useful, but in different situations.

        2. Berserk you claimed was poorly designed, I see it more as an intentional creation of high risk. Berserk was also created back when amplify was the only damage boosting aura. Instead of recreating berserk, I would just add a newer, more powerful version to the arcanum, as they did with amplify.

        3. I will say that I did read the minions addition section, but missed the pip cap. My problem is that adding these spells to the minions with no additional charge could lead to problems. Ex: wizard uses healing current enhance on storm elemental, next round, wizard uses tc take power. Wizard would gain 3 pips from take power, and would also gain the effects of healing current. Now I think that, if you do enhance a minion, there should be limitations to what spells could be placed on minions, and that it adds at least 1 pip to the spell. They also need some way of preventing a cast and sacrifice strategy.

        4. Self hit spells have massive effects because you are taking damage to use them. Immolate deals 600 damage at the cost of 250 to yourself. Now when you dish out such a large amount of damage for only 4 pips, if you build up the hit, you need to build up the risk. Spells such as dark pact of bad juju I could see differently, as they apply other effects and not damage. Sacrifice I fit somewhere in the middle.

        5. You can build up more damage on a single burn of scald then a starting damage. Also, scald being only DoT, any enhanced damage, such as colossal, is applied evenly and not split like it is on damage spells such as fire dragon. With scald having no innital damage also gets it around shields and even a fewcheats from bosses.

        6. The minions given to the elemental schools cover their weak points. Ice has its minion using all attacks, while ice has the major defense. Storms minion has defensive spells, while storm has massive attack power. The fire elemental spell has defense only to fire ice and storm, while it’s attacks are only DoT. In order to balance it, and to give storm elemental a damage spell, I would say give it a normal lightning bats and give ice guardian tower shield.

        7. I still feel that putting the caster at more of a disadvantage then the person receiving the burn.

        8. Because we do not need a infection spam in 4v4 as well.

        9. The spell removes a tick from a DoT, it acts as a more minor triage for less pips. When you cast it, you have already taken at least one burn, and removing another would leave you with just one left. You’ll most likely get that power pip back next turn.

        10. I do believe life needs a low pip AoE, however changing a spell they already have, making it weaker, and lessening the buff would be the only way to make it a mass.

        • Chris Goldleaf

          Love the ideas presented in this thread, as a death wizard I really enjoy the changes to my school. My thoughts are targeted towards Mass Infection it would make more sense for it to cost 2 pips, since, while Doom and Gloom has a stronger effect it is a global spell, affecting all players and Mass infection is a single side debuff. Making it cost 2 pips also reduces the spamablilty of the spell in 4v4.

  • Taryn

    I think lore should lose the weakness do the same damage but mantle boosted to 45% and cost 5 pips, having it cost 5 almost nerfs its spamability 10 fold. Wintermoon should go back to its original pip cost which was 4 pips but have 30% chance to stun, they nerfed it because you could chain stun, ice doesn’t have a good damaging spell at 4 5 or 6 pips. Nobody out there using wyvern. I like the change to rampage but I think hephastes is fine. Mana burn is fine, insane bolt is fine and I don’t like the change to keeper of the flame but dementional shift would be an interesting change

  • Luke Death

    Overall, I wholeheartedly support these changes, however, there are a few places where you and I disagree.

    Balance
    Power Play- Support, may be a bit too powerful coupled with mana burn.
    Hydra- Support
    Samoorai- support
    Donate power- Support (would also like to see a shadow version of this)
    King Art- I feel that efreet should stay the unique spell that it currently is. Although, your proposal wouldn’t be a bad change, I’d like to see the 40 weakness be coupled with a 40 mantle.
    Sabertooth- Support (assuming that the alternate versions get the elemental shield and spirit blade)
    Lore- The effect change is great, but I feel the damage should be 370-395. The current damage is too far above the curve.
    Nova- Support
    Burn- I don’t know if burn necessarily needs to be changed. It can’t be multiplied or easily enchanted, and is hard to effectively spam. I’m fine with it the way it is now.

    Fire
    Scald/Detonate- support (even with scald buffs I doubt it would see play in max 1v1 due to fire’s ridiculous amount of shield breaking options)
    Hephaestus- As another poster stated, this is basically a 3 pip spell. While you are correct that dropped spells are above the curve, I see no reason for this one to be. Maybe a 10-20 increase in damage on the dropped spell only ( heavy nerf in damage on the may cast version)
    Krampus- Your proposed damage is a bit high imo (as is brimstones’s). I think 405-445 is more than enough with the current after effect.
    Rampage- I think this nerfs it a bit too much. 200+525 after 2 rounds keeps its backloaded nature while making it much easier to counter.
    Brimstone- I feel this spell’s dpp is a bit too high. I’d like to see a 20 power not damage nerf.

    Ice
    Fomori- I play a tcg called Magic The Gathering quite a bit. One of the biggest design elements its devs preach is color pie (their version of school) balance. They say that not every color (school) should be able to do everything. With this, I feel that a mantle is not an appropriate effect for ice, as it makes minimal flavor sense (as well as being an effect that should be exclusive to fire and balance). Thus, fomori’s after effect should be something like a 300 point ice armor or a small tower shield.
    Colossus- Support
    Cooldown- Triage is 0 pips. I feel this should be too.
    Nerfs
    Ice bird- 300 damage and a blade for 2 pips is too much (even for a non enchantable spell). I propose a nerf to 215 damage.
    Coldiron- This is an easy 700-800 damage plus a giant screw you to storm and fire. Change the 70 shields to 50% (same with all of the other “golem” spells)

    Life
    Goat monk- I have the same problem with this that I had with fomori. Stuns should be a primarily myth thing, with a small splurge in the elemental schools. I’d propose adding your version of a taunt or a pacify to this spell. Gives them a unique combo option.
    Sacred Charge- Damage is a bit too low. Love the concept, but I think the damage could be buffed to 400.
    Guardian Spirit- I think a flat 25% is a bit safer. With this spell’s uncanny synergy with empower (even as flat damage), I wouldn’t want to see angels reviving with 1800 health, empowering, then using guardian again or using a satyr to heal to full.

    Death
    Lord of Night- Support. As another poster stated, a normal doom may be a bit better of an idea, as death already has red ghost. Either way, I’m not complaining.
    Dr Von- Support (another spell that would see minimal use with these buffs imo)
    Mass Infection- Support
    King Art- Really interesting idea that I strangely like.
    Other changes- I feel death needs a four pip spell that does damage and adds a weakness. It makes sense since death is the school of plagues (much more sense than it does for life). Drains need a separate full value enchant (+275 to next drain only) or the ability to be fully enchanted normally.

    Myth
    Keeper- Support.
    Dimension Shift- Support

    Storm-
    Disarm- Support
    Catch of the Day/Catalan- Accuracy debuffs don’t fit in storm’s wheelhouse. They don’t really need any more blade removal. One of these spells should be made into a front loaded dot and the other a hit+stun. 450+390 over 3 rounds and 690+stun.
    Healing current- Storm is known for high risk, high reward rng. Thus, to keep with storm’s flavor, Is rather see healing current be 250, 500, or 1000 + a 20% stormblade.
    King Art- I don’t feel accuracy debuffs should be in storm’s trained arsenal. Storm efreet already exists and does the same thing at the same pip level (except its a bit more balanced). I’d be ok with storm having the mantle effect if it was a random decision between 25 35 and 85 mantle (high risk, high reward rng)
    Insane Bolt- This was nerfed too much. I feel 800 to opponent or 8000 to self + a -50 to next attack is more appropriate. Prevents it from being spammed or used early in duels, but still gives storm a way to close out a match
    In conclusion, you have great ideas that will bring balance and diversity and KI needs you on their team.

    • Luke Death

      Forgot to address the general things.
      Minions- Like the idea, but this could be solved much more simply by greatly increasing minion stats as you increase in level as well as having vastly improved AI from the start. By max, 0 pip minions would have 300 helath plus a bit of universal resist. The 3 pip cycle of elemental minions would have between 800 (ice) to 1600 (storm). The ice minion would have low resist, but higher damage, the storm minion would have high resist and good heal boost, but minimal attack boost. The fire one would have balanced stats. The higher tier minions (talos and the eggs) would have 1500-2500 health at max level with balanced attack, defense, and healing. All minions would tend to focus their helpful spells towards their casters rather than themselves.

      Polymorphs- Support, but health, resist and damage would need to be vastly increased (near that of a standard wizard of that level). The spell decks would also need to be diversified.

      X-pip, berserk, self hit, accuracy boosters- support

      Taunt and pacify- I like the idea, but I’d like to see both spells target the opponent. One allows them to only use attacks the next round, the other forces them to only use non-attacks. After its use, the opponent would be given a taunt/pacify shield.

      • Angel Sand

        I 100% agree with the Pacify / Taunt Shield thing. I think that the idea of changing those spells is interesting, but the way it was described in the article makes X-pip Pacify spamming seem like an extremely competitive option, coupled with Empower / Quick Match Tournaments.

  • Matthew

    You claim throughout the article that a dropped spell needs to have higher dpp than their trained counterparts. I disagree. Being rare does not justify a massive power increase and KI developers thinking such is bad design. KI’s tendencies of power creeping their spells is why we have things like 4 pip shadow spells that do 1000 damage and 5/6 pip spells that deal 1100-1600 damage with crazy after effects. This, coupled with a player base that is largely unwilling to accept nerfs, will make a stable pvp meta impossible to achieve. While your suggestions do help to shift the balance in power, you primarily focus on pushing the weak schools and spells up rather than tearing the strong schools and spells down. In order to achieve stability, there needs to be a focus on nerfing the best spells and classes. Lore spells need to be at or below the curve, depending on the power of their after effects. Shadow spells should be slightly above their schools standard dpp. For example, stormzilla’s dpp is 138. Glowbug squall should have 725 damage (145 dpp). The shadow pip justifies the slight increase in dpp and the after effect. Triton’s dpp is 139. Rusalka’s wrath would do 900 damage (150 dpp). The increase in damage and after effect is justified by the shadow pip. These changes would not obsolete the older spells, while giving wizards cause to use the new ones. Similar nerfs would be done to all other shadow and lore spells, with spells like lore master that have a bevy of effects undergoing the greatest damage nerfs. For the most part I like your aftereffect changes though (although the virtual unconditional stun of the storm king Art is entirely too powerful to be on any spell at any damage level).

    • Corwin ShadowForge

      Dropped spells doing more damage + adding effects is a trend that KI carved into the game themselves, Eric’s just following that trend with his ideas.

      We also have to accept that there’s a pvp community that really dislikes their spells getting nerfed for the sake of pvp, and the difficulty of mirage is basically a huge no go to nerfing any shadow spell. Kind of sad how they can’t give spells individual versions for pvp and pve.

      • Matthew

        I understand that he’s only following the trend, but that ultimately will not fix the problem. Continuously amping up spell power isn’t going to create a long term healthy meta and this something KI needs to realize. It’s not that Eric’s ideas are bad (they do a great job of balancing classes for the most part) it’s just that I don’t see them as being long term solutions. He balanced the classes, but they are now all too powerful rather than just 3-4. The meta he suggests is not bad per se, but I don’t think it allows for growth in spell power. Lowering the power of these spellls allows for grrater long term growth. As health continues to increase developers will be able to include these higher damaging spells. And yes, all these changes I mentioned were meant to be pvp only. Unfortunately, I think that the community needs to become more accepting of spell nerfs if they want the game to have a long term future.

        • Eric Stormbringer

          Power creep is a very real problem that KI devs continue to ignore. That and the percent based system do more harm to the long term health of the game than most of the single changes that they implement. I actually like your universal nerf idea a lot more than my article and agree it would go a long way towards fixing the game. However, this article was made with changes that are hopefully more palatable to KI so that they have some chance to be implemented.

          • Matthew

            While I hope KI devs will implement these (or anyone’s really) changes, the community is very non-receptive to any form of change. I’ve seen quite a few forum posts on central that claim that “we find our way around difficult problems and instances without demanding nerfs (note these are pve problems), we should just suck it up and find ways to be successful in pvp without intervention.” With the current player base, I doubt the developers will be willing to enact any form of sweeping change like you and all the commenters in this thread propose.

    • Eric Stormbringer

      Normally I agree with you. However, KI as shown a complete aversion to nerfs. I wish suggestions like yours would be taken over there but I won’t be holding my breath.

  • Anole55

    Taunts can actually be EXTREMELY useful in PVE, people just don’t use them! If you are a tank, you can make yourself a 100% better tank just by using taunts every once and a while.
    Next time you tank, go ahead and put in some taunts!

    • Matthew

      This is more of a pvp focused discussion, but yes, taunts can be marginally helpful (although it’s probably best to focus on buffing your hitter or healing)

      • Anole55

        Yeah, it is useless in PvP, but he said that it was also useless in PvE which is most definitely a misconception.
        In battles with lots of high damage single hits it is most definitely best to use at least one taunt.
        There are definitely situations that you should taunt though. Put the focus first on buffing and of course healing, but taunts WILL enhance your tanking ability allowing you to absorb more hits. Sentinel + Taunt is a deadly combo that allows you to absorb A LOT of the enemies to attack and depending on your resist and the enemies’ pierce, you may not even have to heal.
        I think you’re underestimating taunts here… They are EXTREMELY underused and can make a tank 100% better, like I said, go ahead and try it if you have an Ice that needs to quest or farm.
        Of course they are slightly more situational and not as useful as say, a heal or a buff… but when you have a free round where you don’t need to buff or heal, taunt is a GREAT option!

  • sonicflare9

    spell ideas for rank 8 shadow enhanced spells

    ice: 1150-1300 ice damage for 1 enemy and puts 1200 absorb on the user
    fire: 1500-1620 fire damage for 1 enemy and steals 2 positive charms
    storm: 1650 storm damage to all enemies and heals yourself for 300 or 500 or 700
    balance: 1240-1380 balance damage for 1 enemy and steals 1 power pip
    life: 1220-1350 to all enemies and puts a 800 absorb on all allies
    myth 1400-1500 myth damage to all enemies and triples a minion’s life if you have one up
    death 1100-1200 drain to all enemies and a 30% death blade on the user

  • sonicflare9

    new crafted ice spell idea
    4 pips 420 damage to 1 enemy and you put double melt on the enemy 75% accuracy

    • Wolf FireBreath

      ICE NO NEED NEW SPELLS!!! ICE OP

      Lol but for real, we need to think of new spells for death and storm… the two classes struggling the most right now.

      • sonicflare9

        headless horseman can be a death spell and this is a new storm spell idea
        4 pip 65% 415-545 damage to all enemies and 20% storm pierce and 20% storm blade

      • sonicflare9

        headless horseman can be a death spell and this is a new storm spell idea
        4 pip 65% 415-545 damage to all enemies and 30% darkwind