Wild Rash - Printable Version +- NEUS Projects (https://neus-projects.net/forums) +-- Forum: Sigrogana Legend 2 (OOC) (https://neus-projects.net/forums/forumdisplay.php?fid=8) +--- Forum: Balance Fu (https://neus-projects.net/forums/forumdisplay.php?fid=11) +--- 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 pmLike 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. |