Passive Fix for Mortal Coil (+mkit balance)

Discussion in 'Suggestions' started by Firecheetah13, Jan 7, 2019.

?

Good balance for mkits and mortal coil?

  1. Yes

    1 vote(s)
    9.1%
  2. No

    6 vote(s)
    54.5%
  3. Yes, with some tweaks

    4 vote(s)
    36.4%
  1. Firecheetah13

    Firecheetah13 New Member

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    So, mortal coil is definitely an intriguing enchant that has a place in the server. However, I do not believe that the enchant should be limited to mastery sets, as it immediately puts special sets, which are time-consuming to make, at a huge disadvantage. Sure, the mastery enchants may be necessary to distinguish mkit sets from special sets, and put them almost on an equal playing field. In the case of mortal coil, I believe it would be best to make coil a regular legendary enchant which has a max of 3. Each level of coil would negate 1 heart (2hp).* A heroic version of coil should then be added (mortal coil), which takes 4 hearts (8hp) per level, at max having the effect which mortal coil currently has. Also maybe make it proc less often, but that is less of a concern. This enchant is important as it puts some limit on the safety of overload and makes fights less... well... endless (unless you have a gank of course).

    *This could be changed to 2 hearts per level, but I just personally think it should be the case that even the first level of a heroic enchant should outstrip that of a maxed one of the lower version.

    This could be more granulated such that the enchant has 6 levels, negating 1hp for the regular enchant and 4hp for the heroic, but I think it should follow the same pattern as overload, as it is a counter

    -Spectify
     
    #1
  2. Jackknife06

    Jackknife06 Member
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    -1
     
    #2
  3. CBNinja613

    CBNinja613 Member
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    We don't need coil on special sets dude
    -1
     
    #3
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  4. IlluminatiFish

    IlluminatiFish Well-Known Member
    Phantom Journeyman Hero Pixie Shard Ember Captain

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  5. Medival

    Medival Member
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    no no no just make coil take away godly overload
     
    #5
  6. XxNinjaGhostxX

    Fiend Ember

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    use double overload ? it works ask royal lol
     
    #6
  7. matyizom

    matyizom Member

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    Mortal coil is still too strong. Put on set ll be worth. Even if they nerf the proc rate that doesnt change anything. 24 damage on proc is too much (its basically equals to 24, and doesnt effected by any damage reduction). So they have to change the enchant in some way to not be to op. (It op cuz everyone on the server using mkit for this enchant)

    So i would say a possible solution d be making the enchant takeaway overload heart one-by-one, on proc for a more relevant time, And increase the proc rate as well (every proc ll refresh the buff duration). So that mean, you can turn the fight in your favor over time.

    After that i maybe open mkit enchants for other gears. And i also limited the mkit enchant on gear, and make it armor type dependent, so you cant just stack the super op ones (force the player to choose)
     
    #7
  8. Finnishguys

    Finnishguys Member
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    Who cares legacy is coming out so they can do whatever the hell they want on the other planets
     
    #8
  9. Medival

    Medival Member
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    Wat?
     
    #9
  10. NazgulHD_

    NazgulHD_ New Member

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    Coil makes no sense for an enchant name if the effect is the one you described.

    Only reason mortal coil makes sense is because of the word mortal meaning can die.

    If this was a thing it would have to be the leggy enchant be something like mortality and then heroic be like "Wounded Mortal"


    Also the enchant would be too OP for a leggy enchant, maybe add a soul enchant called "Fatal" which could be a passive soul enchant that when triggered removes 2 -4 overload hearts for like 150 souls per heart removed
     
    #10
  11. Jackknife06

    Jackknife06 Member
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    What
     
    #11

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