Spellmasons

Spellmasons

Mana on Kill is a tad OP.
I finally managed a potentially endless run thanks to getting Mana On Kill to critical levels.

Relevant Runes:

Mana On Kill: 42 Mana. (I can usually kill 5-10 weak enemies with 120 mana, ending up with ~200 mana, which can be used to kill/delay tougher foes). Note that killing allies procs on kill effects. Allies killing enemies also procs on kill effects.

Creeping Death: 4 Stacks of Suffocate on a random enemy on kill. (Early on, this was my only reliable way to kill bosses and untargetable champions.) Note that killing allies procs on kill effects. If enough suffocate stacks are added to instakill a unit, that death procs on kill effects too.

Affinity: Damage Spells 50% mana cost.
Affinity: Targetting Spells 30% mana cost.
Max Mana: 125.

Affinity and max mana are fairly interchangeable. The key is to gain more mana than you spend when killing foes.

Relevant Spells:

Phantom Arrow. One of the only spells that never friendly fires on yourself. Very safe and reliable for getting plenty of kills in large packed rooms.

Meteor. As above, but more dangerous.

Become Curse + Contaminate. Some champion modifiers are very strong on a player, especially Growth (the + 8 max HP increase per turn is PERMANENT) and damage limiter. By the time I discovered this I was no longer taking damage anyway...

----

Sooo.... on kill effects might need to be nerfed to not work on killing allies, allies harming enemies, or enemies harming allies.

Kills to mana in particular should probably be capped at +20 or lower.

Growth abuse is very niche, slow, hard to pull off, and irrelevant by the time you get it, so I wouldn't mind if it didn't get patched.
< >
Affichage des commentaires 1 à 1 sur 1
Spellmasons  [dév.] 6 sept. 2024 à 10h31 
Hey thanks for the feedback! :)
I'll take a look at balancing onKill effects
< >
Affichage des commentaires 1 à 1 sur 1
Par page : 1530 50