
The first, whilst effective, kills item variety for the sake of fairness. However, I don't necessarily agree with your methods of solving the problem. I totally agree with you that the meta has gotten way out of hand. I think essence orb will remain overpowered without efforts to curb not only its quickcast potential, but also the very trade itself. Before I say anything on this topic specifically, I've already tried to balance essence orb before in this post. This is an interesting argument given it isn't backed by a standard mathematical argument. Is there an obvious flaw with my suggestions?ĭon't hesitate to leave post below with your thoughts and suggestions! It's not a perfect solution, but provides a much more reasonable cap on the player's quickcast effects than the current state of affairs. They can use the extra action to attempt to stun the monster, buff themselves or regain resources via miscs like Essence Orb and Pixel Ether once they run out of Action Points, they can no longer use quickcast effects this turn. I suggest giving the player 2 Action Points per turn which they can use for quickcast effects (3 actions total per turn). Realistically, people don't have an infinite amount of time to cast their buffs or debuffs - the enemy won't stand still and watch you grow stronger (at least if they're not under effects of a world-class item). They won't be quickcast anymore, but they would get a bonus (75-100% melee) to their effects to compensate. Make Arcane Amplification, Buffalot, Element Imbues and other such spells have a turn cost. Change Love Potion and Shadowfeeder into passive effects, providing a chance to gain control/celerity.

Turn Mesmerize, Snarl and Panic into toggles, paying 50% melee to attempt to inflict the effect at the end of each turn. It's probably the easiest way to resolve the quickcast issue, though, since we've only got about 10-20 skills/spells/items with quickcast effects. I have two solutions available - one rather radical, the other more conservative:Īs you can guess, this is the radical suggestion. I know it's tempting to continue to play the game on easy mode, but we're now a fourth of the way into year 2019, and you have to ask yourself - when was the last time you were actually excited over the equipment release (Frostval and Bloodzerker notwithstanding)? When was the last time you've actually struggled with a boss or tried new tactics? Stun meta and Essence Orb are killing the game, and their quickast nature is what allows them to do so. Essence Orb is the cherry on top, serving as the ultimate enabler of the stun-meta.
#Quickcast or normal cast lol free#
Quickcast stuns provide an unreasonable damage bonus via free EleComp, quickcast buffs stack on top of that and Purple Rain means that you gain a bonus to your resources magnitudes higher than the 50% melee that a 1/battle effect is supposed to be. It does not, however, operate in absence. In an absence of all other effects, quickcast would be quite reasonable - a direct conversion of your resources into buffs and debuffs, at reduced efficiency due to a lack of a turn cost. What's in common between both issues? Their quickcast effect. The fact that the misc is technically balanced only makes it worse, since there's not much that can be done to change it. It renders moot all sp-regen items and leaves the player with no reason to actually use standard weapon attacks. Likewise, Essence Orb is the most broken item in the game.

It forces the staff to craft monsters and create patches in attempt to counter the meta, and leaves the playerbase frustrated with non-meta equipment and weak boss monsters. I think everybody can agree that the current stun meta is overpowered and overall bad for the game.
