I’m bussy but usually i will update this post.
I need help about new ideas to rework normal and legend cards to make them all wierd, usefull and worthy of being leveled.
some idea about what to do with the elemental property cards and those of defense property (like Slash, piercing, etc)?
Change the effect of this red/offensive cards to:
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Corrupted: Summons damage +[/2]%, magical damage +[/3]%.
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Deadborn: +[] % additional damage to enemies inflicted with slow status.
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Helgasercle: +[] % additional damage to enemies inflicted with burn status.
I won’t change effects and color from Froster Lord because it’s good for support builds to give some CC in some situations like ET.
Change the effect of this blue/defensive cards to:
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Denoptic: HP from summons +[/2]%, magical defense +[/2]%.
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Gray Golem: HP from summons +[/2]%, physical defense +[/2]%.
Change the effect of this green/stat cards to:
Change the effect of this purple/utility cards to:
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Lepus: Summons atk. speed +[/2]%. (it also affects the speed (not the cooldown) of the second and third summoning skills).
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Bepraspion: Basic attacks have [/3]% chance of applying as multiple hits (It stacks with “double attack” from scouts. I think that it could be better to AA builds instead of Marnox cards).
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Marnox: Max. critical chance +[/3]% (all grades). (I saw in a korean patch that they will remove the “Max. critical chance +10% (all grades)” bonus from leather armor sets, so with this Marnox cards and the new Demon Lord Marnox card posted below, people can reach 75% critical chance (but they have to get the critical rate to achive that, in addition to overcome the critical chance reductions by critical resistance from enemys)).
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Poata: Casting time -[]% (maybe people preffer less casting time than “quick cast” but use other class than chronomancer (this will give them a chance to be better magical DPSs). I dont think that it is pretty good but it’s worthy to be tested and think about it).
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Mushcaria: skills cooldown -[/2]% (it could be good for support builds).
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Basilisk: Increases the range of Magic circles by [*2/3]% (It can be pretty good for some support skills like barrier and make It easier to some wizard builds too).
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Gazing Golem: When attacking has [/3]% to apply burn status for 6 second. (In my opinion, pain barrier should be only for swordman class. In this way, more skills will be used (methadone, invulnerable, paraclitus time) and not everyone will have the possibility to resist knockback, knockdown and root effects).
I think that IMC should change the damage dealt by burn, poisoning and bleed from cards (make it based on INT and STR) and increase it (It could be a great choice for PD builds if they do it). currently people use them only to be able to use their respective red cards, not because of their damages.
Change the effect of this legend cards to:
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Demon Lord Blut: Damage taken -[*3]%. Physical and magical attack increased by +[]% of your physical and magic defenses. (This will make it easier to tank builds).
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Velcoffer: Every hit has [*2,5]% chance to apply a def. break debuff and remove one beneficial effect of rank 2 and below from the enemy (def. break debuff: -[/2]% magical and physical deff). (debuff duration: 3s)(Max. Number of stacks: 5)(debuff rank 1)(it will be good to wugushi, PD and AA builds).
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Ignas: [*5]% chance per critical attack of entering stealth state for 6 seconds. Next attack while under stealth state has increased damage by +[*1,5]%, ignore [*1,5]% defenses and [*3] of damage reductions from the enemy. (The second effect also affects cloaking, annihilation attribute, etc)(If this card has not increased damage, people won’t use It. Currently you need to do a crítical hit, and then you have a 50% chances at 10 of entering stealth state that only makes you invisible during 6 seconds… I considered that this needed a boost).
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Demon Lord Marnox: Max. critical chance +[*1,5]% (all grades). At lvl 5 : Every critical hit deals 50% of it’s damage but has increased number of hits by 1. (This doesn’t Increase the damage directly but gives a new line of damage that will be affected by critical attack, blessed, elemental property attacks, etc one more time ((for example: a critical “grind cutter” (from hackapell) will hit 10 times (instead of 5). Every hit will deal 50% of it’s damage. Apparently the damage wont change because the number of hits doubles, but the skill will be boosted by secondary effects/stats one more time for each new hit). It will be good for AA builds and classes with many multihits skills (like BM, fencer, taoist, etc)).
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Demon Lord Froster Lord: Reduces the difference between the min. and max. attack of summons by [*10]% and increase the summons damage, HP and atk. speed +[*1,5]%.
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Wastrel: skills cooldown -[*1,5]%. Each healing skill that exceeds the maximum HP will apply a cumulative shield equivalent to the amount of HP exceeded (Max. Shield HP: [*3]% Max. HP of who carries the buff). (shield’ duration: 10 seconds)(buff rank 3). (Finally a legend card for healing supports).
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Demon Lord Zaura: Stamina consumition while mounting -[*2]%. Increase your mov. speed and damage after dash while mounting (increased effects depends on and the time you’ve been running).
2 seconds: m.spd +[] damage +[*1,5]
4 seconds: m.spd +[*2] damage +[*3]
(Buff duration 15 seconds)(Buff rank 3)
I would like to know your opinion (in addition to the opinion of other players):
@STAFF_Amy
@STAFF_Yuri
@STAFF_Bob
I need to give more ideas about new cards to make it easier to them (i mean, in this way they won’t have to think about new cards). If you have some ideas, tell me and i will probably add it to the list!!