NEUS Projects
Wild Rash - Printable Version

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+--- Thread: Wild Rash (/showthread.php?tid=3719)



Wild Rash - Rendar - 11-24-2016

Wild Grass is overbearing and ridiculously OP.

Like. To the point of giving 7 turn immobilize to someone, and then with turn shenanigans because their cel was close to mine, i proceeded to perpetually immobilize them.

I don't even have SKI to immobilize people.

They couldn't fight back whatsoever (due to lack of ranged options) because of a L distance away.

Either make Wild Grass' duration half of what it is (or cap it at 4 or 5)... or give people the ability to STRUGGLE free of their bindings. STR+1/2 LUC vs WIL+SKI*2 or something check. Iunno.


Re: Wild Rash - Autumn - 11-24-2016

http://www.neus-projects.net/viewtopic.php?f=7&t=3662


Yeah my word still doesn't change from my previous thread, 3 round duration max with a 3 round cooldown makes this skill more than balanced in the pvp scene.


Re: Wild Rash - Snake - 11-24-2016

My word on it is unchanging, yeah. #PlantKiller


Re: Wild Rash - Fern - 11-24-2016

There's many cases where people can't actually fight back. I was one of them too.
Please change it?



Re: Wild Rash - Shujin - 11-24-2016

"Fern" Wrote:Post by Fern ยป Thu Nov 24, 2016 6:29 pm
There's many cases where people can't actually fight back. I was one of them too.
Please change it?
Like with double ryeser! *Salt over*
But yeah, I can see how this is far to crippling because there is no counter measurement to it. Or atleast none that is really access-able.