Advancing Zoom - 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: Advancing Zoom (/showthread.php?tid=5304) |
Advancing Zoom - Snake - 04-11-2018 I think Advancing Flow should proc on Evasion like Flottement does, and 'teleport' (Rank) tiles towards the attacker, instead of just 'one tile and walk'. And maybe have a new 'rank 3' interaction that if you dodge/evade in melee to your attacker, you warp to the tile on their back. Aside giving them what they lack the most, which is a way to stick to the target they're fighting without bigger issues, it will sure make them more flashy and sneaky, when they're constantly moving upon dodging attacks and seeking targets to buttstab. It might also give them a pretty notable weakness, for this new interaction being able to be used to move them away from a position you want, in teamfights or even in PvE sometimes. Re: Advancing Zoom - Ryuzaki - 04-11-2018 Funny thing about advancing flow, it works super well with cobra. Though, I can see why it moving with a teleport would make it more valid, since VA naturally sucks save for a few cheap shots you can pull with it these days. VA has needed love for a while now, and buffing advancing flow by altering its movement to be that little bit better would be a fair start. If this happens, can we give it the fade in/out animation haunting has? Re: Advancing Zoom - K Peculier - 04-12-2018 Anything to make more people play void assassin would be nice. I approve. Re: Advancing Zoom - Snake - 04-14-2018 A word, Ryu. A lot of 'animate' procs one over the other can bug the player's icon, making it go invisible against attacks that hit multiple times. I don't recommend that. We can use the default teleport animation Shukuchi does, it will still be fine. |