I love all the support this idea is getting, I didn’t realize I cooked so hard with this haha
cmon guys let get to 40
dont let it close!
BOOORING
yo nice spell dude holy shit
it’s been revised
limit them by giving them a great clashrate compared to other options but they break whenever they finally lose a clash from enough projectiles (your projectiles clash of course)
So you’re making turret mage even more untouchable?
no…? it takes time to setup these trapeze spells, and they can be broken via other players
this is probably the highest skill ceiling lost spell ever made if it was added.
(also 40 vote milestone!!!)
You’re buffing turret mage by giving them a way to nullify any incoming attack, this spell will also make size even more useless, since the bigger your spells, the more theyll hit a trapeze.
Also “towards the opponent” really sound like auto aim
wouldn’t the way to fix this issue just be to nerf turret mage? also, wdym by “nullify”
??? doesn’t that make size more useful?
it kinda is, but that’s the payoff you get for actually managing to get a trapeze setup going.
I could always make it so you can’t cheese the spell by placing 1 trapeze to not need to aim as much with it, as if each trapeze grants a new layer of accuracy.
anyways added some new things to trapeze due to the possibility of the spell being used as cheese for free hits, it might not need to be added though.
also nerfed the speedgain from the bounces from 1.2x to 1.1x
When you’re fighting an trapèze user, if your spells are bigger they got a higher chance of getting rfleceted
There’s no risk in doin so, atk speed
Vetex somehow manages to mess up every nerf (somehow ARMOR STAT EFFECIENCY scale with class now)
It gets WAY worst than this btw ^
well that’s not related to this spell so like, it’s not trapeze’s fault if it makes turret mage “better” (even though it really doesnt cuz it takes some setplay to use, unlike that spamfest you sent me)
your spells don’t bounce off the barriers, if you’re hitting an enemy’s barrier, it actually will break, or be weakened severely.
(kinda wraps in clashrates to make that a more immersed feature since I felt like clashes were always kinda a neglected part of this game)
kid named positioning + making sure the trapezes don’t break
also you’d probably need to run a very high amount of attack speed for that which is a lot less practical than you’d think.
Mhm
You dont need positioning with atk speed, also if they break you can recast with no risk, and atk speed IS very practical lol
why are you being so pedantic.
if you scrolled down I’m sure I mentioned somewhere that only your attacks or your allies attacks bounce off your own barriers
buddy you’re acting like this spell’s lifespan scales with attack speed
hate to break it to ya, that’s what intensity does…
(also doesn’t intensity lower cooldowns? not attack speed? what you yappin about)
I don’t see it mentionned anywhere in the post so that’s 100% on you
I said word for word, “if they break you can recast with no risk”, since you don’t seem to know how to read, I’ll say it again. If you trapeze is ever broken, you can simply recast it with no risk due to atk speed startup reduction
On top of that even without reflecting attacks, this spell still makes predicting attacks of a Mage an practically impossible tasks, on top of again, autoaim.
it goes TOWARD the opponent, but nowhere is it mentioned that you can’t just dash out of the way, because I’m pretty sure it doesn’t say that the reflected attack will follow you. It says that it only goes toward the opponent. Read. Let’s also not forget that parrying and blocking exists.
2nd. It’s a lost spell. If the lost spell isn’t gonna be useful then why bother making it a lost spell??
and I never said the opposite? but it’s still stupid, because of endlag and startup being a thing, it’s the same reason why NPCs with guns and aimbot are so annoying
actual idiot lmao
That’s an argument when you don’t have arguments, every attack is the game is blockable, therefore you can’t say an attack is balanced because you can block it, otherwise every attack it the game would technically always be balanced, even release pulsar.
Lost spells are meant to be complex, and yes usefull. But this isn’t a usefull spell, it’s a blatantly stupid spell that rewards passive play on turret mage even more by backpedaling and spamming trapeze while continuing to turret.