The changes are most focused in giving each branch a specific role rather than what we currently have that is pure backstabbing.
Introduction to Traps
Traps are invisible structures that can be activated when someone moves into their area of effect. Right after being activated they disappear from the map. They're the spells that get most benefits from being invisible, as their damage is not reduced and the enemy won't know where the Sram is to avoid stepping on traps.
The Traps should be Earth based, and that's why I suggest to revamp the fire branch and turn it into an earth branch. However, I know that it would be troublesome as there are many fire based srams around, so, I suppose we could still leave the option to leave this branch as fire, even though I'd prefer to see it as earth since it makes more sense. Traps greatly increase the level of Hemorrhage.
The damage per AP in traps is higher than spells, i'll set it up as 20 damage per AP every 100 levels.
The Earth or Fire Branch
Costs 3 AP, adds +6 Hemorrhage at all levels. Same damage as Cold Blood.
Costs 2 AP, 1 to 4 range and doesn't need line of sight. Size: 1 Cell
The most basic trap in game, it only fills one square in map just like the current crappy shadow trap. The trap increases the level of Hemorrhage of the target in 10 points. It deals 3 | 40 | 80 damage to the target.
Costs 3 AP, 1 to 2 range and doesn't need line of sight. Size: 5 cells (Cross)
This trap will add poison based in the level of Hemorrhage the target has.
Deals 3|35|70 damage and adds General Infection.
General Infection: triplicates the damage caused by Hemorrhage.
Costs 6 AP, 1 to 2 range and doesn't need line of sight. Size: 1 Cell
The strongest trap in game. It however has a high cost. The Lethal Trap will do damage to the target and double the level of Hemorrhage it has.
Deals 6|120|235 damage, doubles the level of Hemorrhage.
Costs 6 AP, 1 MP, close combat.
This spell deals high damage that can be increased by the Hemorrhage state. It's an Ambush type spell.
The spell hasn't changed from it's current version.
Sram to the Bone
It now greatly increases the number of traps the Sram can have in the battlefield.
+0 to +10 Control
+0 to +20 Dodge
Traps steal 0(10)% HP of Damage Inflicted.
This spell replaces Shadow Trap. It costs 1 AP at level 9 and removes the selected trap from map, the Sram gains up to 25% CMC damage bonus for each trap removed (can stack). This spell doesn't reveal the Sram.
This idea is just for the Fire branch. The water branch obviously need a lot of changes because the spells have too similar costs, the only thing that differs are the effects. The invisibility mechanic should also be improved and I have no idea for that. The air branch consequently needs some improvements.
I suggest one thing that could be added to the water branch in opposition to the air branch. A spell that can drag targets up to 2 squares and have a range limitation of 4 to 4, so the targets don't end up in front of the Sram, but close to it. The spell would have to be limited and have a medium cost, to prevent abuse with Lethal Traps.
The main use of that spell would be to prevent what usually happens in PvP, people go to the corner and the Sram cannot backstab.
Now for the Double, it would have to be changed somehow. I mean, it's nice to be able to double your damage output, but I'd really rather see a Double with lets say, 40% of the Sram's characteristics at level 9, that doesn't explode after a hit. Something that could last longer and have a better use when it comes to support (moving targets for example) or to hemorrhage stacking.
For the air branch, I had an idea that I could work on: to make it add the Frightened State when spells are cast when invisible. This state improves the fear effects that the air branch can add, such as increasing the quantity of squares Fear can push.
That's it, please give your feedbacks ^^
This post has been edited by Niddhoggy - August 27, 2016, 17:08:28.