The current drain spells are never used. A 250 drain spell does 1500 damage per "tick" (or 4 seconds) regardless of the amps (even without). This is less than half the DPS of a regular double spell.
To make drainspells useful without making them too powerful or overused, I propose to revise their operation:
- The damage of the first tick should be linked to the power of the amps. (100% => 3000 for example)
- The time between ticks should be linked to the speed of the amps. (100% => 3 seconds for example)
- With each new tick, the damage and sap consumption are increased by 5% (for example)
- Maybe add a visual effect with a magic link of increasing power
With the numbers given above, you will need to hold the spell for 30 seconds to reach the same DPS as the classic double spells. You double this DPS after 1min10.
The spell would be mostly viable for long fights (bosses, named...) and would require to be well supported in heal by his team (consumption increasing with time to be balanced).
To make drainspells useful without making them too powerful or overused, I propose to revise their operation:
- The damage of the first tick should be linked to the power of the amps. (100% => 3000 for example)
- The time between ticks should be linked to the speed of the amps. (100% => 3 seconds for example)
- With each new tick, the damage and sap consumption are increased by 5% (for example)
- Maybe add a visual effect with a magic link of increasing power
With the numbers given above, you will need to hold the spell for 30 seconds to reach the same DPS as the classic double spells. You double this DPS after 1min10.
The spell would be mostly viable for long fights (bosses, named...) and would require to be well supported in heal by his team (consumption increasing with time to be balanced).
---