Thanks for the feedback striker.
Strafe
- Does splash (it's random suicided scarabs)
- Naming is due to how it's machine gun esque...most people don't know what strafe means.
- Damage and mana cost is to be edited later, I just wanted to get the ideas across first.
- Duration < Irradiate duration, doesn't get stronger over time, can't be reaimed during the spell, so I thought it was pretty different. It's meant to be spammable and continuously aimed at potentially moving targets. Irradiate is not spammable due to its buildup time.
- Cannot cast strafe while another strafe is active, but with the delay on Dweb this doesn't happen too often unless you seriously attempt it
Exploding Arrow
- Needed a name, so I went with exploding. If you have a better name, I'm open to suggestions.
- Damage will ideally be superior to two Strafes, but not three
- Usage is pretty different from Strafe. It has higher damage as listed in the first post. Casting delay means it's good with Gale. Unlike strafe, missing the first shot is terrible so aiming is tougher. It also works well together with Strafe; cast Exploding Strafe Strafe Exploding Strafe Strafe etc. which deals a lot more than pure Strafe or pure Exploding.
Gale
- Will not teleport traps. You can make a wall or prison of traps and gale enemies into it.
- I am also modifying it so it'll work differently. There's just one last area of the new version that I'm iffy about as it might last too long. Then there's how the new version won't be as quick to pick out enemies...but it should theoretically be better at controlling mobs. Testing is needed once I complete coding it.
Trap
- Damage values are unknown when compared to exploding arrow. A goal was to gale enemies into a group of traps that are just about to be hit by an exploding arrow. The damage would be able to kill most enemies and severely injure others.
- Traps have so much potential usage as walls and prisons in addition to it damage option
- What's the hit miss nature involved? I don't get this.
- Is the extra work that much harder? You can set up traps quickly while waiting for the Dweb cooldown. The arrow spell required to activate the traps shouldn't be that bad as the arrow does damage too, so it isn't really extra work there. The chaining was meant to allow you to quickly activate traps.
- Traps are supposed to give the Amazon a different playstyle. Walling, prisons, setups, etc. It isn't as spam focused as other possible Amazon builds. That was intentional.
- It uses spider mines to deal damage so it hurts everyone
- I was thinking of letting traps get summoned under the Corsair, but I ended up liking this instead. It forces more gale usage and is a defensive option for the Amazon.
- I may make chaining instantaneous instead if needed. Right now the chaining is slow as mines can take from 8-14 or so trigger cycles before they blow. I'm not sure if the mine splash radius makes it worthwhile though.
Lurker
- I can't get the Lurker spike to extend from the Zon to the Dweb (the Dweb can be cast in a 28x28 tile location around the Zon). If it's just from the Dweb it makes no sense and looks pretty dumb. If it's from the Zon to the Dweb, the range will be terrible.
- No gridding. Ground gridding is dumb. P3 spams the entire area with unburrowing infested terrans so there's 0 room. Ground grid auto fails. Then there's terrain. Then there's the epic lag associated with mobile grids.
- P1 uses a Lurker already, it'll cause more confusion
Multishot
- Will be her final spell. I'm using a new casting system (not mine) that doesn't need gridding or Dwebs or the pet. A topic detailing the system will be posted on new years by somebody else. I'm debating if it'll use infantry wep upgrades to increase its range at all. The goal is to make it a short-mid ranged spam spell. It will never achieve the range possible with Strafe or Exploding.
None.