intensity is rarely used in any builds because it affects such minimal parts of combat, so what things could it affect that makes it worth putting into builds?
ill go first
decreasing cooldowns on ALL abilities, not just ultimate arts.
increasing the distance your attacks go
decreasing endlags
increasing endlags for victims of your attacks
at high levels, similar to agility, gives a special ability, like knockback
increase the effect of status effects instead of just how long they last, like making light and snow’s blinds bllind better, sort of intensifying them
It’d be cool if there were like preset stuff for each status effect that intensity changes instead of just time, like the blind on snowy could get longer, but the blind on light could get more intense on each hit
This may be a hot take, but to me… Intensity feels like a gimmick stat for just a few magics… And I feel like it could be removed… Perhaps high intensity could add extra destructive power and special attacks to some magics…
Reducing cooldowns would be the best answer I think, as it would work for all builds. The only issue is, it would run into the exact same problem as Attack speed and size—the scaling would be nerfed as per the max level, and it would become kinda garbage until you’re near the cap.
i think it just needs a significant buff so it stands out
power and defense are required for every build
agility, size, and speed vary for every build but are used for all builds
intensity doesnt have any place
i have a 500 intensity troll file and the poison clouds are huge, but barely do any damage, thats 500 intensity mind you, its an awful gimmick stat
for a stat named “intensity” it does the things it should do, it just doesnt do it well. If i were to turn it into a useful stat, firstly id probably buff every aspect of it with steroids (except knockback). Then i’d add some things to make attacks more “intense”
having more intensity should come with:
stronger clash rates
longer lasting, stronger and much much bigger puddles, area of denials, environmental effects (burning ground)
More range before move dissipates
much stronger and longer lasting status effects
maybe increase to synergy damage
With enough intensity and persistence via spamming relative to island size and natural climate, be able to alter an islands temperature for a period of time. If intensity stat is very very high, maybe it can alter the island physically (dried out lakes, trees with no leaves, dead grass, frozen lakes etc)
after like maybe 200 intensity, any status effect applied to an enemy cannot be cleared with the magic that’d normally clear it. In order for someone to be able to clear it, they need to meet like maybe 1/6th of their intensity stat.
im just throwing some numbers and ideas in the air.
just make intensity increase the effectiveness of charging up attacks in addition to what it does now
it should also affect all auras, not just resistance
the cooldown reduction idea for everything just seems like a terrible idea
either it’s going to be insanely op or just not worth it.
This is a really nice list of ideas! Perhaps even intensity at high levels could apply stacks of its status effect… I am pretty sure this was said somewhere, but it would be pretty cool… and make it not entirely gimmicky…
This idea is kinda weird but I think it could work if done right:
Intensity could allow synergy stacking, currently you cannot stack synergies, but let’s say that every 20 intensity give 5% of the second synergy, so that with 200 intensity the second synergy would be 50% effective. Numbers could be changed, but you (might) get the gist of it)
Would be pretty cool! Would make this stat less akim to poison, ash, and all that. To me a really bad way to buff “High intensity” would be makinh it give you the next tier of said spells… This is a complete a joke but, perhaps it would serve somewhat of a purpose?