2015-11-06, 03:46 AM
Hi Duredure,
I think it's okay for your suggestions. After update the patch we will test to see the balance of the game.
But you should know something: currently we have some specific spells shared by some monsters and knights (curse is shared by demon and druid, heal is shared by angel/arch angel/ seraph and unicorn/pegasus), they don't have their own heal/curse spells.
For example, when you make changes for seraph's heal, that means you also make changes for unicorn/pegasus/bishop/etc... heal spell.
So it is impossible if you want increase hex area for only seraph's heal while keep the hex area of the other classes heal spell unchanged.
You think it's okay?
About the Mana, currently we have 2 changeable factors for each attribute: starting number and grow rate.
Starting number is the number you have when you start a new game or summon a new monster. Grow rate is the number that will be increase when you level up your knights/monsters.
So it is okay that you want to increase the mana pool and decrease the mana grow rate for jin/marid/djinni...
Actually, I thought that it's not fair for arch demon because she doesn't have any AoE spell, so I changed venom into AoE spell like Geno-thunder. But after tested, I saw it is too imbalance if we can poison multi-enemies by just casting a single spell, so I removed the change. LOL.
I think it's okay for your suggestions. After update the patch we will test to see the balance of the game.
But you should know something: currently we have some specific spells shared by some monsters and knights (curse is shared by demon and druid, heal is shared by angel/arch angel/ seraph and unicorn/pegasus), they don't have their own heal/curse spells.
For example, when you make changes for seraph's heal, that means you also make changes for unicorn/pegasus/bishop/etc... heal spell.
So it is impossible if you want increase hex area for only seraph's heal while keep the hex area of the other classes heal spell unchanged.
You think it's okay?
About the Mana, currently we have 2 changeable factors for each attribute: starting number and grow rate.
Starting number is the number you have when you start a new game or summon a new monster. Grow rate is the number that will be increase when you level up your knights/monsters.
So it is okay that you want to increase the mana pool and decrease the mana grow rate for jin/marid/djinni...
Actually, I thought that it's not fair for arch demon because she doesn't have any AoE spell, so I changed venom into AoE spell like Geno-thunder. But after tested, I saw it is too imbalance if we can poison multi-enemies by just casting a single spell, so I removed the change. LOL.