I'm going to try a layout in my post here. Tell me how it works.
Problem: Caster types such as TB and QoT late game lack the power needed to take on the melee based demigods.
Why: All their damage is based on ability damage which makes it so there is no possible increase. Demigods like UB and Oak can just stack their ashkandor and easily come up in melee damage with more damage than a TB could ever put out against a target.
What people might be saying to counter that: Well all their damage is ability based so no mitigation or anything. UB and Oak have to health stack. They can't just put their items into damage.
Why that statement does have validity: It is true up until 40k gold. Also no damage items are good enough at that level to make up for the health you would lose in comparison to the cost.
Why that statement only covers part of the issue: It is true but only up until 40k gold. At this point well... TB and QoT fall short (I am using those 2 because their the ones I'm most familiar with). While TB and QoT are even or may even have the upper hand til that point the game is lost after you hit that point. No amount of items can make TB or QoT scale to a UB that has 60k gold. Between the mana items they both need to sustain their damage and the health items needed to keep them alive against UB and such they have no room for damage items that may even make them do damage against UB in their auto attacks. Plus both of them have low auto-attack damage and no abilities to improve it. While UB and Oak have abilities that increase their attack speed and damage and both have a high base.
Solution: I have 2 ways to go about this. I prefer option 1.
Option 1
- The easiest and simplist way would to allow the player to chose if they want the fix. Which is what this focus's on.
- Add a favor item with these abilities. Call it The Sage's Amulet or something like that.
- Increase mana by 500
- Incrase mana regen by 3
- All weapon damage increases turn into spell power which effects ability attacks in ways specified on the skill.
Example: Fireball does 300 damage at the level 1 version of it. Something nice and flat. Now to the end of the description you would add something like Spell Power Ratio: 3. This would mean that for every extra weapon damage you get this attack now does 3 more damage. So lets say you had an extra 25 with those early gauntlets. Now you do 375 for this ability. Significant and since most of the damge items that would make a significant impact are later game this would mostly be a late game advantage. Now this would be availible to anyone.
Option 2
Not going on the long spiel I did before. Simply put this as a default on people like TB and QoT as a side bonus for chosing them. So the assassins would be split into Regulus and TB as casters and Generals into QoT and Sedna as casters. The above stuff besides the static upgrades would just be implimented. This would probally be easier to do as it doesn't require you to program an item in that completely changes the game mechanics. This would go a long way in raising these people up to the ranks of others.
The only problem I see is mines. Mines can't get some MASSIVE boost. If either option was in effect you would need to make mines do something like 300 damage at level 1 600 together at level 4 900 at level 7 and 1200 at level 10 to make it so you don't have a 1500 damage ability at level 7. Plus this overall would balance mines a little more. As of right now they do slightly too much damage. But thats another post.
Tell me what yo think and if you can think of another option please tell me. I may just put it up here.
Edited in after a couple posts*
Now as my above idea states it would make damage items effect casters. This didn't fix the fact that these demigods still can't get those damage items without sacrificing too much so this is my new idea.
Make each mana item have a hidden spellpower bonus that is activated when you get this one favor item.
Example:
Velmish faceguard:
- 1050 mana (not 100 percent sure on this number)
- +11 regen
- +4 regen aura
- +15 spell power (45 extra fireball damage, 60 extra bramble shield health, and increase damage of each mine by 15, again if this went into effect mines would need to be cut down a little because otherwise we'd see people with 600 damage mines which is FAR too much)
This I believe would solve the problem better and still allow if you want an AA reg to exist with a bonus to angelic fury through his items AND to his attack through his items instead of one or the other. (Again just an example to get the point across)