I do agree, the other races need a buff. I used to use Muli a lot, because I find his concept so interesting, but both he and Blofeld Laser Satellite are basically worthless in the new updates. Black Widow could be cool, but they need to retweak her a little (More Base Damage?) to make her the Support/Carry she's clearly intended to be.
Balu's ability could be made more useful late game by actually increasing the delay in cuddles, but having them scale with speed. The amount of time a tower would be taken offline would be flat (Say, five seconds). So a high-level Balu would end up taking a tower offline every 'x' amount of times per second, for 5 seconds each. Would help make him a more "focused" tower, as the better he got, the worse everything around him would perform.
I like all the Darkness Unique towers as is, though I'd still like to see Gib go to the Rare tier, and get buffed as a result.
I don't hate the concept behind the darkness towers, I just hate that it's basically a requirement if you're shooting for the top 10 in bonus times. And ya, Gib could stand to be a bit stronger. Mostly what I'd like to see is for the other races to be given the tools to hit late game in the way a darkness build can now.
I agree fully. Prior to what was the 1.1 update, Metro could be pretty useful with Muli, but combining huge income draw and the lack of items (Which Muli needs quite a few of to get going) makes him waaaaaay too risky to use now, I'd like to see Nature and especially Metro get a healthy buff to bring them back to competitiveness.
I cannot agree when shadow Scaling is mot infinite (10K max) and holgar's one is under the form of potions...
Holgar is not sufficient to carry a late game, not by a longshot. Hell, as weak as Muli is, even he is a better pick.
Holgar's utility peaks out early with the potion generation.
This post was made in 1.1, most info on shadow is not not relevant. HOWEVER, my point that darkness is REQUIRED for a long run still stands and that anything else is just not as powerful.
Sure is required, but not sufficient. But then again, it's hard to go higher thqn 5k seconds bonus round without the demon blade boosting base damage... so my insight about late game may not be very accurate...
Since I don't have it i'm not sure, but theoretically and mathematically speaking...
1. As per the effect statement, every life point (not percentage) from your current to 1% should be the value. So it should be quite huge when you see how many life point is required to lose 1%.
2. This value, still as per the effect statement, should be added to the base damage. So it should be added BEFORE all the potions and other items percentage effect are applied.
3. put that on a well stuffed ripper (dark blade and cie), and I would think that it could generate some 5 to 10k seconds more in bonus round ^^
I was thinking maybe demon blade is pivotal to any run over 20k. the benefits from knus and abyss and selen are far better because 1% of 200dmg is essentially 2% of 100dmg.
Combine skull of darkness with soul flask and have no leaks until then and you're gold.
I know I could have hit 20k before this patch, but beyond adding demon blade and tweaking my knus placement and using ripper I'm not sure what else could make the difference.
I'm working on a board now but I feel kind of uninspired since I've spent close to a thousand relics and they have been mostly all duplicate cards, it's very frustrating. I'm lucky I got selenreiser and potion of luck so quickly when I started playing.
So, the biggest thing is that the Demon blade almost doubles your shadow's base damage. Its actually insane.
The main reason that Shadow is OP, and indeed still is after the nerf, is that the bonus damage from adaptation works as a separate multiplicative instance which is multiplied after other damage calculations, instead of simply being added to the +damage%. Thus, the 10000% bonus translates into a 100x damage bonus - calculated after crits, multicrits, etc.
To make it even clearer how absurdly OP this is, a shadow with 10000% adapation will do the same damage as a shadow with 0% adaptation, but 100x base damage, i.e., around 25000 base damage. Thus, the shadow effectively becomes a Blofeld satellite, but without the loss of damage per attack.
All the shadow needed to balance it was not a cap on adaptation, but rather simply making adaptation be added to the +dam%, like seelenreiser is.
I like that idea Argon. Make it pre-MultiCrit and it would've helped "tame it down". That, or lower the odds of it occurring a little.
High risk, high reward is the whole Darkness theme. Taking that away means they become a bit more bland...
Ya, that would help tone it down. In fact, that may make it fairly balanced. However, it would have to be something to test hands on.