06-19-2020, 01:41 PM
As it stands, the mirrored enchantment, when looking at the numbers, is pretty strong.
Provided you do not have a guardbreak - IE, you aren't an Evoker or Duelist or it's promo classes, or running Light Tomahawk from Martial Artist, you will likely always lose the damage race against someone with this enchantment on a shield. Why?
3m attack, 3m attack, 1m guard. Assuming this person has 100 SWA, and for the sake of demonstration, is using two skills that do 100% SWA damage - they've done 200 damage to you. Let's assume you also have 100 SWA. You attack twice with a melee weapon, taking 100 damage on top of dealing 200. Who wins? Them. They'll always win by 100 damage. And that's not even factoring in the 10% damage reduction given by that guard, which further tips the damage in the shield-user's favour.
In the real game, yes, this sort of scenario doesn't exactly happen, the numbers are much more convoluted and there are workarounds - all three main melee weapon types (sword, axe, spear) have access to a singular guardbreak. So do fists. However Light Tomahawk is easily exchanged for more useful skills from promo classes and the like, and all three guardbreaks for main melee weapon types are tied solely to Duelist. Lance De Lion, Wazabane with Kensei Combo, and Reaper Scythe.
The real meat of the issue is that if you're using a melee weapon and aren't a duelist with access to one of these skills, you're effectively doomed - the opponent always has a 100 or less damage advantage on you on top of being able to attack normally. Against mages or archers, yes - this enchantment has no affect whatsoever. There are a number of arguments people can throw against this, such as shields negating two-handed bonuses, the enchantment also reducing reflected damage by 75% - but 10 or 20 extra SWA isn't a bad price to pay being able to spend 100 to potentially deal 100 damage, and forcing people to use an enchantment just to stand a better chance is not fun.
I propose that the enchantment applies only when 3 or more momentum has been used to guard. That way, it's the same cost as most attacks, and still has a use in making your guard more threatening. It'd encourage those without guardbreaks to go for knockdowns or force movement so that if they want to guard for the reflection damage they lose out on an attack. Counter-play established.
Maybe this isn't the best way to go about it, but I feel like having an enchantment so rigidly dependant on guardbreaks or a certain type of weaponry or class to circumvent it's strong benefit isn't fun to deal with.
Provided you do not have a guardbreak - IE, you aren't an Evoker or Duelist or it's promo classes, or running Light Tomahawk from Martial Artist, you will likely always lose the damage race against someone with this enchantment on a shield. Why?
3m attack, 3m attack, 1m guard. Assuming this person has 100 SWA, and for the sake of demonstration, is using two skills that do 100% SWA damage - they've done 200 damage to you. Let's assume you also have 100 SWA. You attack twice with a melee weapon, taking 100 damage on top of dealing 200. Who wins? Them. They'll always win by 100 damage. And that's not even factoring in the 10% damage reduction given by that guard, which further tips the damage in the shield-user's favour.
In the real game, yes, this sort of scenario doesn't exactly happen, the numbers are much more convoluted and there are workarounds - all three main melee weapon types (sword, axe, spear) have access to a singular guardbreak. So do fists. However Light Tomahawk is easily exchanged for more useful skills from promo classes and the like, and all three guardbreaks for main melee weapon types are tied solely to Duelist. Lance De Lion, Wazabane with Kensei Combo, and Reaper Scythe.
The real meat of the issue is that if you're using a melee weapon and aren't a duelist with access to one of these skills, you're effectively doomed - the opponent always has a 100 or less damage advantage on you on top of being able to attack normally. Against mages or archers, yes - this enchantment has no affect whatsoever. There are a number of arguments people can throw against this, such as shields negating two-handed bonuses, the enchantment also reducing reflected damage by 75% - but 10 or 20 extra SWA isn't a bad price to pay being able to spend 100 to potentially deal 100 damage, and forcing people to use an enchantment just to stand a better chance is not fun.
I propose that the enchantment applies only when 3 or more momentum has been used to guard. That way, it's the same cost as most attacks, and still has a use in making your guard more threatening. It'd encourage those without guardbreaks to go for knockdowns or force movement so that if they want to guard for the reflection damage they lose out on an attack. Counter-play established.
Maybe this isn't the best way to go about it, but I feel like having an enchantment so rigidly dependant on guardbreaks or a certain type of weaponry or class to circumvent it's strong benefit isn't fun to deal with.
number 1 GTer EU