Most people resort to using blades, auras, traps, I see very little people use bubbles. That's why I thought of a new bubble spell (or it could be edited from the original ones)
similar to the other bubbles, they provide bonuses but also provide a weakness
Here is one for fire:
+12% fire damage +4% fire pierce +13% fire critical
weakness: -15% outgoing ice damage
I would like this idea because bubbles are rarely seen, and not only would this type of bubble be used for offensive attack, but also weaken opposing elements.
First I'd like to see all schools get decent bubbles. Death's bubble is almost useless outside of PvP, and Balance's is just useless. I think it might be more interesting if each school could train a damage bubble and a 'utility' bubble, that boosts or diminishes something other than damage, like Doom or Sanctuary.
Maybe the new bubbles could have secondary effects?
Fire: +15% fire damage +5% fire critical +1 round to damage over time Ice: +15% ice damage +20% stun resistance -20% critical Storm: +15% storm damage +5% storm critical +20% storm pierce Life: +15% life damage +10% healing +15% curse resistance [chance for any negative charms placed on you to not be placed] Myth: +15% myth damage +10% myth pierce -20% stun resistance Death: +15% death damage -20% healing -65% damage from self-damage spells -10% critical block Balance: +20% balance damage +10% power pip chance +10% to all blades and traps
Most people resort to using blades, auras, traps, I see very little people use bubbles. That's why I thought of a new bubble spell (or it could be edited from the original ones)
similar to the other bubbles, they provide bonuses but also provide a weakness
Here is one for fire:
+12% fire damage +4% fire pierce +13% fire critical
weakness: -15% outgoing ice damage
I would like this idea because bubbles are rarely seen, and not only would this type of bubble be used for offensive attack, but also weaken opposing elements.
I actually like this idea!
I use bubbles particularly in lengthily boss battles but for new versions of the spell that adds these unique twist to it I think would be great.
You didn't add the pip cost, so I will for you :)
Given all it's effects, 5-6 Pips sounds like a fair tradeoff.
Also, the original scenery for Global Spells looked much better and dynamic than they do now. Why was this changed?
Personally I use bubbles in specific fights only, like bosses that remove blades or I expect to have to hit multiple times. Really the question is, when clearing a single hit fight, why bubble when I could get MORE damage for no pips and end up being able to cast an extra spell if needed. Most of the time if i need a bubble I would want the newer bubbles with pierce and crit for blasting through towers and other shields
As for the new bubbles, a debuff bubble sounds kinda cool, like a damage doom and gloom, dunno if boosting other stats would be broken or not. What would Balance get? Maybe this bubble could cost 3 pips and a Shadow pip? would be interesting to have a shadow utility spell The same issue remains sadly, there is no need to use this vs anyone thats not a boss with some cheats or high health
Most people resort to using blades, auras, traps, I see very little people use bubbles. That's why I thought of a new bubble spell (or it could be edited from the original ones)
similar to the other bubbles, they provide bonuses but also provide a weakness
Here is one for fire:
+12% fire damage +4% fire pierce +13% fire critical
weakness: -15% outgoing ice damage
I would like this idea because bubbles are rarely seen, and not only would this type of bubble be used for offensive attack, but also weaken opposing elements.
There are already new bubble (Global Spells) in the game.
I use Age of Reckoning a lot. I see a lot of people using the new bubbles, like Age of Reckoning, Astrophobia and all the other new bubbles.
Other wise I never see the original bubbles being used. I think we could use new ones. Like the one you suggested, but all the schools would have one suited to it too.
Maybe the new bubbles could have secondary effects?
Fire: +15% fire damage +5% fire critical +1 round to damage over time Ice: +15% ice damage +20% stun resistance -20% critical Storm: +15% storm damage +5% storm critical +20% storm pierce Life: +15% life damage +10% healing +15% curse resistance [chance for any negative charms placed on you to not be placed] Myth: +15% myth damage +10% myth pierce -20% stun resistance Death: +15% death damage -20% healing -65% damage from self-damage spells -10% critical block Balance: +20% balance damage +10% power pip chance +10% to all blades and traps