Board Thread:Suggestions/@comment-26960607-20160626033150/@comment-26960607-20160626111459

98.169.177.45 wrote: Balancing Idea:

Notes & Questions:

Can you explain Portal Trick when Saturn jumps (or in mid-air)?

How fast and how long does the projectile go for Comet Shot and Magic Trap?

Passive (Universal Reserve):

It's very unlikely for a player to even go to zero mana. I would suggest instead of gaining mana instantly when it reaches a set point, Saturn's mana regeneration doubles at the cost of degrading the mana reserve. The mana reserve will stop transfering when it runs out of mana in the mana reserve, or when mana reaches 100.

[Z] Ability (Comet Shot):

Instead of homing in onto the nearest enemy, Comet Shot should target the enemy recently hit by Saturn, similar to Tempus's Time Crack.

[X] Ability (Magic Trap):

Lower the time the enemy is trapped by the ring to 3 seconds.

Increase cost to 30 mana.

[V] Ability (Anti-Gravity):

Add a wind-up time (the time Saturn needs to charge up before executing the ability) for the ultimate so enemies will actually have a chance of avoiding it. How the "Jump" (or "While In Midair") works is she jumps then places the Huge Ring below her feet. If she's just falling down, she'll just do the same thing minus the jumping. It's not so practical to use other than getting away from an approaching enemy. It's super situational.

The Comet ("Comet Shot") and Light Ball ("Magic Trap") fly very fast but not that fast like any of Trooper, Mechanic, or Vulca's Bullets. The Comets reach further than the Light Balls.

Oh and thanks for the Balancing Ideas :) I put them into the Concept now :D