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Let's Make Patch Notes - Mages

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Forum » General Discussion » Let's Make Patch Notes - Mages 240 posts - page 23 of 24
Permalink | Quote | +Rep by Greenevers » April 6, 2014 4:56am | Report
HiFromBuddha wrote:


The damage is not the issue, the heal is. Nerfing the damage won't fix anything.


Yes, but I don't think the problem is the heal so much, since that is the only thing strong about Ra. He has decent CC and hard to hit Searing Pain and Celestial Beam. If you nerf the damage, people might actually be able to kill him while he sits in his heal.

I don't believe the damage should be taken out completely, a good idea but it makes Ra useless. Sure, he still has his heal but he will use Solar Blessing more for himself while he sits back then offensively.

Ra is a special case because every single one of his abilities do damage. Strictly talking about mages, Zhong Kui and Vulcan are the only other gods which all their abilities do damage.


How about this: Reduce the overall healing and damage to 10/20/30/40/50(+18% of magical power) which is 10 less from the heal and rounded up from the average of 15% and 20%. Doing this alone will be a bit too much so why not add a 10% slow for any enemies in it. And then, take out the slow but increase the damage from Divine Light so Ra doesn't have 2 slows.

This will make it so Solar Blessing is needed more as an offensive ability rather than a sit back and full health. Instead, Solar Blessing will be like Grasping Hands with less damage.

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Permalink | Quote | +Rep by HiFromBuddha » April 6, 2014 6:13am | Report
Greenevers wrote:



Yes, but I don't think the problem is the heal so much, since that is the only thing strong about Ra. He has decent CC and hard to hit Searing Pain and Celestial Beam. If you nerf the damage, people might actually be able to kill him while he sits in his heal.

I don't believe the damage should be taken out completely, a good idea but it makes Ra useless. Sure, he still has his heal but he will use Solar Blessing more for himself while he sits back then offensively.

Ra is a special case because every single one of his abilities do damage. Strictly talking about mages, Zhong Kui and Vulcan are the only other gods which all their abilities do damage.


How about this: Reduce the overall healing and damage to 10/20/30/40/50(+18% of magical power) which is 10 less from the heal and rounded up from the average of 15% and 20%. Doing this alone will be a bit too much so why not add a 10% slow for any enemies in it. And then, take out the slow but increase the damage from Divine Light so Ra doesn't have 2 slows.

This will make it so Solar Blessing is needed more as an offensive ability rather than a sit back and full health. Instead, Solar Blessing will be like Grasping Hands with less damage.


I'm trying to be as receptive as possible to your ideas... But I really can't see much reasoning behind them. It's not addressing the issues of the ability. I think Subzero is on the right track with this one.

I feel like Ra could actually find a niche as a duo lane pushing support with the changes Sub suggests, as well as a solid mid lane pick.
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Permalink | Quote | +Rep by Greenevers » April 6, 2014 7:21am | Report
Well I was trying to explain a way for Solar Blessing to be a more offensive ability, which you said you wanted.

IMO, Ra isn't a big problem.


Edit: How would taking out the damage completely from Solar Blessing make it offensive at all?

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Permalink | Quote | +Rep by HiFromBuddha » April 6, 2014 7:25am | Report
Greenevers wrote:

Well I was trying to explain a way for Solar Blessing to be a more offensive ability, which you said you wanted.

IMO, Ra isn't a big problem.


Edit: How would taking out the damage completely from Solar Blessing make it offensive at all?


It's not about making it offensive, it's about making it a more engaging ability and less 'fire and forget' as Subzero said, which was clearly stated in the post. Making it more offensive was one way of achieving this, Sub's suggestion is another way of doing this.
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Permalink | Quote | +Rep by Greenevers » April 6, 2014 8:36am | Report
HiFromBuddha wrote:

It's not about making it offensive, it's about making it a more engaging ability and less 'fire and forget' as Subzero said, which was clearly stated in the post. Making it more offensive was one way of achieving this, Sub's suggestion is another way of doing this.



Okay, I see where you're going with that, but what would be compensated for the removal of all damage from Solar Blessing? I don't think adding a small speed buff for allies is enough. One of his other abilities should be buffed a little, probably Divine Light.

The removal of damage from Solar Blessing would change how people played with Ra completely. Yours and Sub's ideas sound noteworthy, though.

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Permalink | Quote | +Rep by HiFromBuddha » April 6, 2014 5:39pm | Report
Greenevers wrote:

Okay, I see where you're going with that, but what would be compensated for the removal of all damage from Solar Blessing? I don't think adding a small speed buff for allies is enough. One of his other abilities should be buffed a little, probably Divine Light.

The removal of damage from Solar Blessing would change how people played with Ra completely. Yours and Sub's ideas sound noteworthy, though.


Well, even if it's a small speed buff that you place down when initiating, it still requires more planning and decision making than it does now.

Now, regarding Divine Light, it's probably in an even worse state than Solar Blessing. This is the ultimate lack of gameplay ability. Most of the time, Ra's just activate this ability, and then they just hope that the blind and slow goes off. It never really is incorporated into any of Ra's damaging 'combos'. It's also just used when running away, and it's basically unavoidable for any melee god, yet it will rarely hit a ranged god.

Now, my solution for this is to simply change it into a skillshot. Make it the same targeting style as Solar Blessing, and a lot of these issues will be fixed. He now has a chance of hitting ranged gods, and melee gods can now dodge it. Also, I feel like with the likely removal of the damage from Solar Blessing, we can bump up the damage here to still keep his pushing power intact.

The new Divine Light will look something like this:

Ra targets an area, and after a 1 second delay, a ray of light bursts into the area. All enemies in the area are slowed by X/X/X/X/X% for Xs and blinded for Xs. Additionally, all enemies take X/X/X/X/X (+X% of magical power) magical damage.
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Permalink | Quote | +Rep by Greenevers » April 6, 2014 6:02pm | Report
Not a bad idea, how big would the ability be, assuming it is a circle?

Ranging from Ra's Solar Blessing to Ullr's Hail of Arrows

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Permalink | Quote | +Rep by HiFromBuddha » April 6, 2014 6:39pm | Report
Greenevers wrote:

Not a bad idea, how big would the ability be, assuming it is a circle?

Ranging from Ra's Solar Blessing to Ullr's Hail of Arrows


Around Suppress the Insolent's size is good I think. That's 15 foot if I'm not mistaken.
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Permalink | Quote | +Rep by Subzero008 » April 7, 2014 11:08pm | Report
I just don't want the slow to be that bad, because that is already a ridiculous counter to melee gods.

Hey, here's a thought: Want to put it so that an ability that hits the divine light ball makes it detonate early, for more burst damage, to compensate for the removed damage on solar blessing?

One caveat: The slow should be reduced if you make it ranged, because the slow is already super effective, even if in melee range (stacking 5% every 0.3 seconds, for 3 seconds).

Maybe 3% every 0.3 seconds, up to 30%. It could also create a more tactical use; leave it to make a longer slow, or detonate it for damage?

Sound good?

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Permalink | Quote | +Rep by Jordenito » April 8, 2014 12:16am | Report
I like it.

Sub, do you mind phrasing the letter to Kelly? It's just that your English is much better than mine...

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