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A lot of spells in EBG are not good so here are some ideas to improve them:
Spectrum ULT - Refraction - The user jumps up high in the air and releases a concentrated beam of light through a prism that refracts into a powerful rainbow ray over an area. Deals 640 damage and has the special effects of Spectrum bullets
It's not like Dark ULT because it cannot be controlled.
Fire Bullets - Fire Stream - The user releases a constant barrage of fire that leaves flames and deals high damage. Deals 320 damage in total, with 8dps.
It's as fast as the old fire bullets and has a very short range, better for stunned players.
Sound Bullets - Earsplitter - The user releases concentrated soundwaves that push enemies and deal high damage. Deals 70 damage each soundwave and in total does 350 damage.
It's not too fast but it's also not too slow. It has a wide particle size, so its speed can be made up for. It gets wider until 3 seconds when it disappates. It's a close-medium range spell and it's a little easy to dodge.
Element Name: Existence
1st. move: Projectile Move:
Name: Reality Cube
User shoots a white cube that sucks everybody in an AOE. When 2 people are being sucked, it'll create a white explosion that blinds enemy.
2nd move: Body Move
Name: Reality Embodiment
User hardens their fist, and smashes the ground, granting them an aura that boosts their attack/spell speed, while also making a guaranteed stun to anyone that got hit by their attacks.
3rd move: AOE move.
Name: Rift of the universe
User spawns several cube that will merge together and will create a black lightning that will ascend the victim to the sky, and slam them, dealing moderate damage.
4th move: Multi Projectile move.
Name: Compressed Universe
User shoots several orbs that explode on impact and dealing low damage to the victim.
Ultimate move: Existence Itself
The user creates an earthquake, and summon a gigantic black and white cube, that will drop, and create a lightning explosion, and blinds the victim for a brief moment. This move could deal gigantic damage if the victim got hit by the lightning for the rest of the ultimate.
Does anyone have a cool Idea for an element? (you can post any idea)
first post of 2024
Heres a strong combo Leaf Storm,Spiky Shield,Warp Bombs,Incinerating Burst.
is getting chaos worth it? i've gotten plasma already, i just need spirit. is it a good element or should i get smt else?
Note im poor so its voluentary but dm me, @kyoto_kadea
Whats the best element in terms of damage and speed
I think the devs got too busy on Update 20 of Blox Fruits... were supposed to get elements YEARLY right?
Bro I haven’t played in YEARS
Why hasn't this been done already for a competitive game like this one? Like ik there's a tournament to permanently keep the sans element ages ago, but like why hasn't anyone else hosted CONSISTENT tournaments in a discord server or SOMETHING. I definitely would be interested on what elements/spells would be banned, and additionally it'll be a fun watch (especially to learn the meta)! To anyone who's a big member of this community HOP ON THIS!!!!!!
You know how there’s a deathlord boss fight in survival mode? Well, there should be more.
Basically, every weekend you will have a boss fight. It will be available until the next week starts
You unlock boss fights at level 40, and you meet a new boss every 20 levels. You will get 200 gems for beating a boss for the first time and 50 for redoing a boss. Because deathlord copies element spells for his attacks, the bosses will slowly get better elements going from beginner elements up to angel, creation, and solar.
You have 600 seconds to defeat every boss, and there are only 9 bosses, the final boss is at level 225
I hope you like this idea, it will help newer players get gems faster and they’ll always have a new boss to play next week.
(Edited by ImNotSureBye)
EBG is like almost dead at this point, and it's the only decent magic fighting game that doesn't have horrible stat scalings (damage, def, speed, etc. being so over/under powered) like most fighting games that have exaggerated stat upgrades where it gets really unfair, like even if you're better than your opponent, you're still screwed over because they simply have higher stats. I mean, even a level 100 player can still compete with level 200+ players with the right skills even if they don't have the more powerful elements. So in general this is the only "balanced" game I've played.
Idk how to remove discussion posts (my previous post got double-posted)
(Edited by Arcanum Celestia)
Just an idea though, this could make for a good element that devs missed a chance to add since it's "gory" and not appropriate for their game
Fusion:
Slime + Nightmare
Side Notes
• The Mana/Health doesn't mean you both consume mana and health to use these spells. It's like borrowing health to use a spell if you don't have enough mana(ie. using 200 hp when your mana is 300 to use Red Flow)
• All damage is applied on 50 power and 50 defense
1. Blood Bath
"User launches a large blood orb that explodes on impact, dealing high damage and leaving a puddle that slows enemies that step on it"
[Projectile] The user creates an orb made of blood, growing larger the further they charge this spell (max. 2 seconds). It is then thrown to the air and drops to the ground, similar to Vortex Bomb. Upon collision, it inflicts 350 damage and creates a puddle for 4 seconds, slowing enemies on it by 30%.
• Mana/Health: 300
• Cooldown: 6 seconds
• Orb Size (max) : 1.5x Great Fire Blast
• Orb Explosion Size: 1.25x Bloodcurdling Blast
• Puddle Size (max) : 2x Slime Barrage bullet
2. Chain of Flesh
"User shoots a vein that attaches to an opponent, slowly siphoning health from them and dealing bonus damage after"
[Contact] The user summons a small vein from their hand that extends to a short distance. If an enemy is caught, the vein will attach to said target, stun for 1.5 seconds and deal 125 damage while stealing 90 health from them over 3 seconds (30 hp per second). If the enemy escapes and breaks the vein, the lifesteal ends and the user takes 100 damage. If they persist, the vein will deal additional 150 damage as it unattaches itself from the opponent dealing a total of 365 damage and healing the user an additional 50 health.
• Mana/Health: 400
• Cooldown: 10 seconds
• Vein Size: -2x Vine
• Vein Range: fully charged Fuming Whack
• Vein Limit: 1.5x Order Break (this range determines how far the vein can go before the enemy breaks it)
3. Red Flow
"User disintegrates into a small puddle of blood, being untargetable for a short period of time"
[Transformation] The caster immediately disintegrates into a blood puddle, being unable to use spells but also keeping them immune to damage or crowd control of any sort for 2 seconds. They may move around (or under players) but they will not be able to flip or jump.
• Mana/Health: 500
• Cooldown: 18 seconds
4. Sanguine Amalgamation
"User spawns a puddle of blood on a location where a blob arises from it, exploding after a split second, inflicting medium damage and stealing health from these targets"
[Area-of-Effect] The user creates a blood puddle in an area. After a second, an orb of blood rises from it, exploding exactly within its range after a second, dealing 324 damage and stealing 14 health each target.
• Mana/Health: 350
• Cooldown: 8 seconds
• Puddle Size: 1.3x Plasma Implosion
5. Hemophiliac
"Sacrifice a considerable amount of your health to empower your spells to inflict additional lifesteal upon targets"
[Ultimate] The user channels for 3 seconds, consuming 400 of their health in the process (if the user has below 400 health, they can't use this spell). A small spark of radiance ensues after, granting the caster a boost of Dracula's Inheritance, giving them the ability to steal health from targets with virtually any spell they can use. Spells that use single blasts/beams or burst damage moves steal 12 hp; spells with multiple projectiles or moves with DoT (Damage over Time) (does not count burn/poison damage) steal 4 hp. Any spell that already has lifesteal will be enhanced based on what kind of move they are. This buff lasts for 25 seconds.
• Mana: 1000
• Cooldown: 150 seconds
(Edited by Arcanum Celestia)