Luminaar wrote: ↑
Sat Dec 07, 2019 12:06 am
... Blood Rain creates Minor Health Orbs for enemies it hits, which will be picked up instantly as they drop in melee range. The healing amount is small, but can also be used to trigger effects such as Red Knight's Glory, Plate of Justice and Relentless Greaves.
Health Orbs heal a flat amount, whereas Holy Heal heals for a percentage of your HP. Holy Heal will generally heal for more, unless you have really low Max HP.
Crafting cost is based solely on card rarity!
I guess my complaint then is that Blood Rain is of a higher rarity than it probably should be, for, alone, it is nearly useless.
I spent 800 resources crafting it with the expectation that it would make Berserker Warrior viable without Holy Heal, but it doesn't.
I really like your game. It's great! But, melee heroes have a much harder time surviving than ranged heroes. Thus, the usability of survival abilities for melee heroes is of crucial importance.
Also, it seems to me that the devs attempted to make two specs for each hero type. I think that's awesome. If you want to have each type viable, though, the player needs to be able to survive the types of maps the players are going to make. Berserker Warrior must rely on Paladin abilities in order to work in harder Shards.
-> For Berserker Warrior, Red Knight's Glory + Blood Rain isn't as useful as Blessed Sight + Holy Heal. The ability to force a single stun is only really useful when fighting single targets. As you want enemies are piled together with Berserker, it becomes difficult to select the target you want to stun.
-> Relentless Greaves aren't useful for Berserker Warrior, so there is no reason to wear them even when you have Blood Rain. Berserkers don't want to kite enemies, they want to pile in and spin-to-win. Further, the main way for a Berserker to charge their abilities is to attack. There are only so many barrels a person can find to charge their abilities if they are near death. Yes, Bladedancer's Rage also generates spirit for Berserker abilities, but here you are in the fray, not running away.
-> Plate of Justice is very useful, but Holy Heal also procs it, and Holy Heal is flat-out better than Blood Rain--because players want to survive difficult Shards.
What I'm saying is that I've tried Red Knight's Glory + Plate of Justice + Bladedancer's Rage + Red Knight's Bane to Whirlwind + Big Swing + Hope + Blood Rain--repeat, but ... you just die. And you die fast. Holy Heal clears maps. Blood Rain should too.
With all that said, I humbly suggest a change to Blood Rain. Add something like: "...Create a [major] Health orb with each enemy hit. [Major Health orbs heal for ~1.5% of your Max Health.]" 1% may also work. Making this change would allow players to create a full Berserker spec without relying on Holy Heal to survive difficult Shards.
I say all this without anger. I really do enjoy your game and I want to see it succeed! Making tweaks to ensure each hero spec can survive difficult shards is a step toward that direction.
I also have difficulty beating difficult shards with Shadow and Arbiter heroes, as well. However, I don't quite yet have a variety of gear for those types in order to test out possible solutions that currently exist, so I will not comment further on them.
Thank you for taking the time to read this and consider the player's predicament!