archon256 wrote:Food wrote:Increasing benefits with less health is the right theme for blood magic. The problem is it's impossible to reliably stay slightly below 1/3. Generally speaking you're either at (almost) full health or (almost) dead. I love the mechanics, but the current state of the mod doesn't lend to it. It needs work to make it reliable imho
Hmm, maybe all the Bloodzon skills should cost high health (depending on level) and the passive could give you increasing amounts of spell damage, heal per second and avoid based on your current HP.
That way you can use your highest health cost spell (say, Balefire) to get down to medium-low HP, and then you spam your main skill which should just about counter the heal from the passive keeping you at a state where you have high spell damage and chance to avoid damage. Then if you get too low you can pop a potion and stop casting till you heal to full, and repeat from start.
Icegod101 wrote:Then give her a different uberskill.
Bloodzon needs a buff either way.
Bloodzon already has two ubers to choose from with spirit of vengeance and a massive life boost from paragon.
The spells in the tree really aren't that bad. I'm playing one right now. There's plenty of gear options for fire spell and phys/magic damage and vitality and life.
The only thing that really stops Bloodzon is the mechanic of requiring you to stay below 1/3 hp for bacchanalia bonuses, which puts you at perma risk for dying more easily, but also requires you to counter the items with life drain with life after each kill, which is also given by many Bloodzon items. I think the issue lies in having to keep your life draining low, but not killing so fast that you gain too much life back too quickly. That makes it unappealing for a lot of median players because you're always looking for higher kill speed.
Also, archon, bale fire already reduces your life per cast.