Slash Attack
the first thing would be to change the mana cost graph from normal to spammable_to_normal.
Then I would like to propose a change to the tier 1 bonus to have a better interaction with the tier 2 and 3. Instead of the bleed DoT, change it to a trigger on death effect. For example, 5 seconds trigger to cast a blood splash on death that 100% blind foes for 2 sec or something like that.
And last ajust the % for Tier 2 to 50% HP and tier 3 to 25% HP. The tier 2 ajustment is to have it be more useful and see it trigger more, with 7% right now it mostly doesn't matter that you do 2x damage since most enemies would die anyway at that HP%. And the Tier 3 is to make the investment reward be worthwhile, since you would be getting it around level 94 when the game is mostly a one-shot fest.
Shadow Armor
I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.
For the Auras
Just lower the reserved mana cost, as they are right know if you use an aura you pretty much can't use any other skill more than once.
)TIER1_DESCRIPTION:Slash attacks cause bleeding damage over time. Damage from each swing stacks.
TIER2_DESCRIPTION:Deals double damage against foes with HP below 7%
TIER3_DESCRIPTION:Instantly kills foes with HP below 7%
Destroyer's ancestral reach need a particle that fires when its cast that gives some idea of it's range. (like a hand or ghost that advance and expands in the damage shape cone even if nothing is in range)
i was curious if something like that could be done and tried to recreate it with anscetral reach, seems pretty doable to me lol
( video )
had to do some rejigging so the whole thing fits with the particles, like the pull timing and pull strength etc.
trello.com

Ha okay (i had to read the skill tier descriptions to remember what Slash Attack does)
Code: [Select]TIER1_DESCRIPTION:Slash attacks cause bleeding damage over time. Damage from each swing stacks.
TIER2_DESCRIPTION:Deals double damage against foes with HP below 7%
TIER3_DESCRIPTION:Instantly kills foes with HP below 7%
So, at tier1 gve something on EVENT_UNITDIE.
At tier2, 2xDamage on foes at 50% HP
At tier3, outright kill on foes at 25% HP
okay i'll work on this first.
Edit
Oh and SPAMABLE_TO_NORMAL mana cost
...<TRANSLATE>BASE_DESCRIPTION:You summon a phantasmal armor to protect you from nearby foes.
<TRANSLATE>TIER1_DESCRIPTION:Enemies hit by phantasmal armor deal 10% less damage. Increases the Destroyer's Knockback Resist and Immobilize Resist by 50%.
<TRANSLATE>TIER2_DESCRIPTION:Enemies hit by phantasmal armor deal 20% less damage. Increases the Destroyer's Knockback Resist and Immobilize Resist by 100%
<TRANSLATE>TIER3_DESCRIPTION:Phantasmal armor gains the ability Spectral Strike
Shadow Armor
I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.
...and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.
...and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.
hey @Anarch16sync do you want to remove knockback resistance altogether? And what about the "enemies deal x% less damage" and the "Spectral Strike ability", I'll leave those in?
i'll post the diff files later tonight