CH4OT1C!
Member
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@Korriban Gaming: If, when considering this item, we ascribe to the criteria to which you describe within your posts on this topic, namely: 1). High Damage Output/Boosts are objectively better than lower ones 2). Reliable Damage/Effects are objectively better than those subject to a save 3). The bonus provided by randomly shifting elements is not worth the compensation is provides 4). Quickcast effects are objectively better than items that cost a turn to use 5). Higher cost items being objectively worse than lower cost items 6). Items hindered by boss effects are inherently worse. Then yes, this Spell is not good. Moreover, nothing short of a complete redesign would make it any better; the suggestions you made would be completely insufficient to improve the effect. For example, making the spell auto-inflict or quickcast would be pointless because boss damage caps would prevent substantial heals, regardless of whether we were to entirely ignore mathematical balance. Removing the random-element bonus would be ineffective for the same reason. I wouldn't go so far as to say nobody uses random-element attacks (as I lack such evidence either way), but it certainly isn't practical. I think the reason you're having trouble seeing the positive aspects of this spell is because you view it through the wrong lens. I assume (though cannot prove) that you derive fun in-game from items that display some or all of the qualities outlined above. Items that possess efficient, weapon-based damage skills with multiple hits e.g., Lord of the Skies. An item like Chromatic Corruption cannot and does not appeal to that kind of gameplay - how could it? The very premise of the item is to sacrifice convenience and reliability for raw poison power (and healing). It appeals to those who derive fun not from sheer competitiveness, but from creativity. To combine and utilise items with downsides, but also unusual upsides that can lead to interesting gameplay. It's not as outright competitive when regarding the META, but it's not designed to be. Nor indeed could it be made to. At its very premise, it's a spell that trades resources for a damage-scaling poison. DoTs like poison are competitively terrible for FO players regardless of damage scaling, especially Warriors since they have no real defensive prowess. To make this traditionally competitive, you'd have to change every single thing about it. It's good and fun because it's creative, not because it'll compete with a skill from lord of the skies or boost your damage as much as Buffalot. It'll lose if you define it by those metrics, because those weren't the metrics it was designed for. No amount of breaking balance would change that.
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