Oookay, as a Lilly main, who accually can survive GC normal with OK job, I got A LOT to say on it. So, let's roll, what do you got?
This means full agreement
This means objection, high disagreement
This means mild disagreement
This is mild agreement
This is indiffirence/neutarlity(Both good and bad)
This is for confusing mechanics.
General
Her basic health has been increased by (1-60) by 2.66%
Stats scale with 100% instead of 86,77%
SF gain by basic attacks has been increased by 0.2
Single-target attacks against you have a 15% chance to reduce the cooldown of SoulStrike by 0.5 seconds
-2,66% from ~20K base you get means 24K base. Seemingly insignificant, but....
-Stats scale... I don't get why they are 86%, so change is good.
-Another good change considering Lilly is a vaccum cleaner of SF.
-OOkkaaay. From what I understand, you're working on end-game set. So... Why on earth that is a thing? You work as a Lilly to AVOID damage, cause you're squishy, not taking DMG on purpose. Albeit I can see use of it early on.
Ignore Pain [Active]
Cost: 25 SF
Duration: 8 seconds
Cooldown: 45 seconds
Lily is immune against all crowd control effects for 8 sec, decreasing incoming damage by 20%
An... interesting skill. Maybe a bit too OP for GC (Crowd Control effects rule here), but considering you're squishy anyway... I would place it at 40SF though,, this ability is too low on SF. But would love to test in on-site.
Lily Wonderland [Passive]
Transform your Soulstones into a nexus (multi element), dealing (with 100% Soulstone and 33% nexus) elemental damage.
When your soulstones deal elemental damage, you gain 10% Attack Speed for 2 sec. Gaining a stack does not refresh the duration.
I don't get it. I don't see the idea of that skill? What's the point? If this is litteraly +33% boost to SoulStones power then we have a problem of IMbalance here.
The Attack boost for 2 sec over Ele dmg... I have agree to disagree on that one. Raise the boost duration, but add a cooldown to it. Otherwise, it's gonna be a little hard to control Lilly due to fluctuating speed of attacks.
Supernatural
When Lily deals direct damage (No elemental damage), 3% of that amount is copied as healing to up to 3 injured allies. (as passive extension)
Mostly OK, but with Lilly's insane CRIT DMG at some points, 3% is already generous. Maybe let's make it more static based (Like HP regen on kill?)
Scythe Strike [Active] (Update)
SF cost: 20
Cooldown: 8 sec.
Swiftly raise the scythe. Enemies will be launched in the air.
Lily is able to cast the ability twice (Recharge rate 8 sec.)
Casting the ability twice increase the damage dealt of your next Carnage by 20% for 3 seconds (2 Charges, 1 Stack)
Range has been increased by 1 meter
Hitbox radius has been increased by 30%
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Oh, boy, here we go.... So:
-Ok, pretty strange, but likeable additon, but I need to play-test it to really see it live.
-Ouch. Nuh uh, the Carnage buff does not work for many reasons. First off, it defeats the free-flowing psychology of battles. 2ndly, why on earyh would I place Carnage after a Scythe Strike. Lastly, it makes her predictable. If you see the double scythe, you know what in big probablity comes nest and can prep a counter, but still continuing with orginal plan in case of Whopise that it doesn't occur. I just cannot see it work.
- The range and radius I have no objecitons with.
Charge-Attack [Extension]
If charged, it launches the enemy higher.
Afflicts the target with a shadow curse and deal damage for 3 seconds, (based on 0.15% of max. health by your opponnent)by pass armor
Slow effect for 3 seconds.
- If you do that, please keep the ability with it to go to air with it. It makes using Reaper's Call a very much easier job, and sides, all clases have easy-to-go-air attack/skill, why shouldn't Lilly?
Diabolo Spin [Active]
Cooldown: 10 Seconds
SF cost: 30
Quickly rotate the scythe, pushes out the enemy at the end of the blow.
Knockback range has been decreased by 35%
Cooldown has been reduced by 2.5 seconds
Ok, the skill which is already bad, becomes even worse. The entire idea of this skill is fast attack that locks enemies then throws it back, why cut it even worse? I don't get it.
Sickle & Chain
Release a death god and attack the enemy while rotating the sickle with high speed.
Damage 498% (+60%)
SA 394% (+28%)
Range has been increased by 10%
No objetions here, quality of life changes.
Death Throw [Active]
Cooldown: 20 sec.
SF cost: 20
Attack by throwing the scythe like a boomerang. Attract the enemies attacked when the scythe comes back to the owner.
Range has been increased by 10%
Damage has been increased by 11% per lv.
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Again, no objections here, I use the skill quite often and it is annoying that it's inferior Bladewall.
Deathly Triad [Active]
Cooldown: 35sec.
SF cost: 60 (50)
The Grim Reaper with two scythes appears, swinging them along with Lily. The ground smash creates three shock waves that will hit the enemies in the range.
Lily is able to cancel the ability
Casting speed scales with 41% of your current attack speed (exclude Akasha cards)
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While the possilbity of shift-cancel I greet with open arms i have a feeling that I am like, the only one who understood the design. I didn't die mid-cast once. It's supposed to be high risk-high reward skill NOT for when enemies are in the AoE cone but when enemies ARE COMING to the AoE Cone. That's the agree on disagree on speed. While I see everyone's point, that the skill should be faster... I never really DIED from the cast. Got hurt, yes, but it's a risk with any skill. There is a reason for 3/5 in control, there will be tough elements like these that you gotta consider.
Guillotine [Active]
Cooldown: 45sec.
SF cost: 75
Surrounds and restraints the enemies with chains, pushing them under a summoning gigantic guillotine.
Slow effect 70% for 5 sec.
Range has been increased by 30%
Damage has been increased by 63% per lv.
SA break has been increased by 12% per lv.
(Note: This ability still require a complete revamp, this is just a gap closer)
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Changes are good, and I don't think there is a need for re-vamp for this skill, this will do just fine to keep it balanced yet powerful.
Shadow Impulse [Extension] NEW
Releasing enraged shadow spirits to attack all targets in the area for 6 sec. You generate 2 SF each time a shadow attacks.
Damage 78%
SA break 32%
Cool idea. One issue though. The Soulplus it'll be fighting against.
Terrifying Madness [Extension] NEW
Release a empowered Guillotine with chains. The chains coil around all enemies within 15 yards, pulling them back into the area whenever they try to flee.
Increase the primary damage of Guillotine by 112%
Reduce SF cost down to 65 (75)
*sigh* The idea behind Soulpluses is that both options should be viable. And so long if the coil stayed in PVE, it would workout. But as things stand now, I don't see A SINGLE REASON why I would want to pick the Shadow Impluse over Terrifiying Madness. I just don't. In PvE and in PVP, this skill is suprerior in EVERY way. PvE,it will always be superior skill, but if you want to have any PVP balance left to gather... you might wanna limit that Coil.
If that happens though,I am all for it! It would create an interesting player choice: Go PVE or PVP? The question that might have big consequences.
Terror Chain [Active]
Cooldown: 16
SF cost: 30
Summons the Grim Reaper in front, the Grim Reaper connects the enemies with a chain, they are drawn towards the center of the attack range.
Range has been increased by 3 meter
Soulplus is incorporated into the skill. OK, what's the catch?
Crowd control [Extension]
Increase the attack range.
100% chance to stun your targets (idea by Rivertha(HOQ) to make her viable for PvP)
Range has been decreased by 1.5 meter
Hmm... this is another skill that requires test-run. The big thing is:Can I, even with difficulty, reach a Stella using a skill to pull the stun off? IF YES, this is a huge counter. If no... well, that's why it's only mlid: The range needs to be good to make a stun vialable option and this will need a test run or 2.
Postion Lock [Extension] NEW
Silence effect for 4 seconds. Silence does not work against district bosses, just a simple interrupt. (PvE exclusive)
Range has been increased by 1.5 meter (0.5 per lv.)
Again, the PVP/PVE dynamic that is running around. Albeit... Silence isn't that powerful VS basics, but the range and potential oppurtinites to chain might sway someone not interested in PVP.
Rampaging Madness
Every minute while HP is lower than 50%, decrease SF consumption, increase critical damage, increase armor penetration for 10 seconds.
Every time Lily uses an ability she receives 1 shadow orb (up to 3 times) that empowers her weapon, upon 3 orbs dealing 300% additional damage for her next basic attack in a wide area and increasing her SF regenration by 96% for 2 seconds. Her movement speed is increased by 35% for 2 seconds whenever the effect is active.
(6 seconds cooldown)
Attack speed has been increased by 10% (persistent)
SF consumption: -30%
Critical damage: +2500%
Armor Penetration: +30%
Display More
Overall: More time. More time on skills and more cool down time. Raise the time of skills to 5 sec wth 15 sec cooloff and it should be OK.
Die-Phoon [Active]
Cooldown: 30
SF cost: 50
It creates a powerful tornado to attack the enemies in front.
Damage has been decreased by 14% per lv.
Range has been increased slightly
As much as it is annoying to see it, there is no choice here. We gottta cut the cord.
Discharge [Extension]
Summons a tornado that moves towards the enemy
Damage has been decreased by 10%
Tornado is moving slightly faster
SA Break has been increased by 7%
No objecitons here!
Spread [Extension]
The created whirlwind weaves forwards.
Transform into a Hurricane for 5 sec, reducing incoming physical damage by 15% and drag nearby enemies into the whirlwind
SA break has been increased by 44% per lv.
Damage has been decreased by 26% per lv.
I love the idea, I really do, but, I don't see how it will create choice dynamic with opposing soulplus? From experience, the following tornado is just .... bettter objectivaly.
Angel of Death [Active]
After doing a rotation slash, cut the front enemies alongside the summoned Grim Reaper.
No Changes
That's weird. Nothing?
Absorb [Extension]
Steal HP from the afflicted enemies, and heals HP of oneself.
HP Gain has been reduced by 10%
HP gain has been activated for PvP with 35%
While this makes a skill PVP Vialble, for which I am happy, does it really neccesary to reduce the gain? This is THE reason i can stay alive w/o consumalbes, lowering it makes any no consumable battle a pain.
Silence [Extension]
Unleashes a fast whirlwind of shadows, striking all enemies within 3 meters for elemental damage and silence the target for 2 seconds.
Cannot be blocked or dodged, and has a 30% increased chance to critically strike.
Damage: 128%
SA Break: 94%
An undodgeable ablilities is how we got nerf Lilly. Conisering AoD's short cooldown time, I could just dodge and use it over and over again until It dies. There has to be something hampering. Otherwise, history will repeat.
Battle Howl
The reaper's cry increases the chance of critical hits for you and your team.
SF consumption has been reduced to 65 (down from 85)
Cool! Allows me not to lose the passive!
Battle Aura [Extenstion]
Duration: Perm. Aura
Range: 40 meters
Increasing the critical damage of you and your team by 300/550/800
Amazing!
Whispering Wind [Extension] (Beta Test)
Duration: Perm. Aura
Range: 40 meters
Increasing the elemental resistance (Sin,Hate) for you and your team by 3/6/9%
This aura is ready for every class, all of them gonna get different resistances.
I'd not pick this ablilty, but I can see why would someone want to pick it.
Carnage
Cooldown: 20
SF cost: 45
Deform the sickle to the scimitar form to attack. LMB to quickly perform repeated attacks on the spot for a period of time.
Buff effect: 50% Armor Break
Armor Break has been reduced by 20% (down from 70)
Damage has been decreased by 15%
This makes it in this form baaad. Albeit considering the soulplus, maybe that's the idea.
Through [Extension]
You ignore a portion of the enemy's defence.
Empower your summoned reaper. The reaper is casting Carnage instead of Lily, you're able to move. Lily gain 30% armor break while your reaper is active. You gain 20% additional armor break if you attack together.
Hitbox has been increased by 15%
Coming through! That's a good addition!
That is all I wanted to say.