New Defensive Enchant Spell Idea (in General)


Thanatos August 9 2008 3:25 PM EDT

I am going to call it Boost

Training it would increase all defensive enchants cast by your team.
You would need a least two minions to even use it.

Would not increase offensive enchants.
Because they are powerful already.

This might make it possible to compete with evasion.

I should get paid for this Idea
Thanato for President
I did like that.

I am ready
1


2

3

Flame away

BadFish August 9 2008 3:43 PM EDT

I like new ideas. No flames here: keep being creative please. I come up with new ideas all the time that suck horribly but I put em out there anyway because it's important.


+1

three4thsforsaken August 9 2008 4:26 PM EDT

defensive enchants already stack? This would probably only be useful for AS, GS and Haste strats, but coupled with AoFs and a RoS (on boost) wouldn't you end up with 4 ToA tanks?

Ouch. Good bye single minion tanks D:

QBPixel Sage August 9 2008 4:47 PM EDT

Yup, this would be a big detriment to single minion teams. Let's just put more exp into the currently trained defensive enchantment.

Thanatos August 12 2008 7:59 PM EDT

I should never post on the weekend with my limited access to the internet. It makes it difficult to get a point across. I do not put the maximum amount of time some players do and so grow at a slower rate. I play because I enjoy the game and the community. There has been a lot of good ideas for improving and or balancing the game. I know some would resist change of any kind, just look at the evasion treads. Any chance will affect me very little.

But, John asked for spell Ideas. I was unable to expand on my spell idea in more detail.
So I will try now with out saying how much it should do, but use examples from the few comments I received at the beginning of this post.


[TD]Badfish August 9 3:43 PM EDT
I like new ideas. No flames here: keep being creative please. I come up with new ideas all the time that suck horribly but I put em out there anyway because it's important.
+1

Thank You
three4thsforsaken August 9 4:26 PM EDT
Defensive enchants already stack? This would probably only be useful for AS, GS and Haste strats, but coupled with AoFs and a RoS (on boost) wouldn't you end up with 4 ToA tanks?

You forgot GA, VA, and I have four tanks so that is true to a certain extent. I do use AoF and I do switch Tats.

Ouch. Good bye single minion tanks D:

Answer this concern in a moment.

QBPixel Sage August 9 4:47 PM EDT
Yup, this would be a big detriment to single minion teams. Let's just put more exp into the currently trained defensive enchantment.

That is a possible to but not visible.

I do not want this to be the uber spell of mage blender I am trying to make more diversified target.

You should understand that dilution of xp with a 4 minion team with the most DE work you get maybe have of that to work with a strait enchanter, but with those training other attributes it makes the DEメs that gets boosted even smaller.

Boost would be resistant to DM, but weak since it will not be cast until DMメs affect takes effect reducing or zeroing out any other DE.
I would suggest 1/3 1/2 the highest level of DE being cast.
Double or tripling the effect of the DE's.
Then the RoS amount would be added on for those using one.
I have know idea if it could even be programmed.

It should be strong against EC to force a choice for single minions.
EC to stop True Tank or dispel to stop spell based.

It would be valuable to others using GA, AS and VA that have second minion.
It would also add more diversity to mageblender.

There is also a new weapon to cut trough the GA so more damage fun, fun, fun.
That is of course if you have one.

This would help me, I do not deny that. But, it would also hurt me, choice does that.

It seem people want more choices.

We have had a couple good comments. Letメs stay on topic on this one. You either like it or you donメt. I do not mind the flames. They make my heart warm and fuzy.

Add an idea to make it work, the numbers do not matter right now.

Warbringer August 12 2008 8:15 PM EDT

What if it was a skill that you train to 1.00 on enchanters, and it makes only 1/2 DM apply to them or something.

Cube August 12 2008 11:16 PM EDT

^That sounds more interesting.

1. This sounds overpowered if more than one DE is involved.
2. It doesn't really add anything new, you can just train the enchantment more.

Zaekyr August 12 2008 11:22 PM EDT

Very imbalanced IMHO.How about putting the RoS on your new enchant defense boosting this spell up very high thereby boosting all other enchant defenses very high.

Thanatos August 13 2008 10:27 AM EDT

Even as a skill it would be another choice.

Warbringer two ++
Read and understand
Possitive comment. Trying to make it work.


Cubit a + and -
+ for recognizing Warbrings comment
- for not looking at the limits I suggested
Thanks for the comment.

Zaekyr August 12 11:22 PM EDT Very imbalanced IMHO.How about putting the RoS on your new enchant defense boosting this spell up very high thereby boosting all other enchant defenses very high.

Zaekyr + and -
+ for taking the time to read and comment.
- for not taking the time to understand.

Thanatos I get 2 -'s
for not making the limits on the spell clear.

1. would take up an ED spell slot.
2. would only be able to train to 1/3 or 1/2 or what ever percect to be effective at 1.0
3. the Ros could be used in that spot but anything over the percentage would be wasted.
4. Ros affect would stack last and not get amplified.
5. multiminion team grow at a slower rate so pumping more into each enchant becomes a losing battle. I did not say this spell should turn your team into the equivilent of a ToA Tank just be able to compete at a higher level.
6. This spell could also help multiminion mage teams also.
7. Destoying these teams would most like end up in higher rewards.

So IMO does not cut it. The challenge is to make it work change it adjust it, add checks and balances.

three4thsforsaken August 13 2008 4:32 PM EDT

This skill walks on a very thin line.

By nature the sheer purpose of ED is to be remarkably efficient. For example AS gives a huge buff in HP for less investment. It works great because a 4 minion team only get 25% given to each minion.

I know this is brutally obvious, but I love the balance that Jon put into EDs, especially with the factor of dispel. Sure, You are incredibly effecient but it can be incredibly inefficient with the introduction of dispel.

Adding boost kind of messes up this balance, however it is worth noticing that this game isn't nearly as balanced as it supposedly was in the beginning of CB2 (tanks!). The biggest deal would be AS and GA I think. Both need high levels to function, and the ability to boost them both?

My favorite ED team has to be Novices old one. The famous 4 enchanter and familiar strat. Can you imagine what would happen if he had the boost option? 3 enchantments will skyrocket. Resistance to DM? Novice was already pretty unstoppable, even with a major MPR disadvantage over his targets. BTW he used a IF, if often died of AMF ... but we now have EF, which doesn't have quite the same problem.

On the other hand it could end up too weak. But quite frankly that's a little dangerous too, in kind of an annoying way. I can just see it now "Boost needs a boost!", the whole community in uproar about a skill that Jon took time to implement. I can see why he doesn't post much anymore. The whole community would probably criticize him for putting in a "useless" skill. Ugh. I'm going off a tangent, sorry :(

Just my two cents

My two cents.

Cube August 13 2008 5:47 PM EDT

That's mostly what I'd be worried about a 4 enchanter team like Painkiller said, and IMO those teams don't really need help.
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