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0 Health and Diehard - Printable Version

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+--- Thread: 0 Health and Diehard (/showthread.php?tid=511)



0 Health and Diehard - Sawrock - 01-05-2015

Can poison, burn, and other damaging status effects be removed upon reaching 0 HP, as well as sear and other field hazards not hurting the user right after they get back up from Die Hard? Since Die Hard already has a 10-round cooldown, I'd think this would be fair.


Re: 0 Health and Diehard - Ryu-Kazuki - 01-05-2015

I'm generally okay with the suggestion, I do think Interference shouldn't be affected though, since there's only two classes that can use Interference through certain skills.


Re: 0 Health and Diehard - Sawrock - 01-05-2015

I agree on that point, interference should still stop Die Hard.


Re: 0 Health and Diehard - Sarinpa1 - 01-05-2015

Or perhaps, die hard triggering after all of these things, such as field hazards, poison damage etc. Basicaly, if you get poisoned for three turns, you die on turn one, get up on turn two. . turn three poison will kill you.


Re: 0 Health and Diehard - Rockabye - 01-05-2015

My preference would be changing Die Hard to trigger after damaging effects, just because I feel it makes more sense, but I'm fine with either. As it is currently, Die Hard is a bit too easy to slap around.