Posts: 1,125
Threads: 199
Likes Received: 663 in 255 posts
Likes Given: 797
Joined: Nov 2014
I have some suggestions for Interference.
1. Interference should have two levels. Level 1 would be halving HP and FP heals, Level 2 would be interference as it is now.
2. Hexer and Void Assassin should use interference Level 2, Magic Gunner should use interference Level 1.
3. Under Hexer's Llunel's Decay, both levels of Interference would act as previous Interference would under the effect of Llunel's Decay.
Posts: 4,325
Threads: 1,016
Likes Received: 1,515 in 601 posts
Likes Given: 525
Joined: Feb 2015
Magic gunner's interference shell(and especially one overcharge, but thats for another thread) definitely needs to be toned down, I'd be behind this.
Posts: 952
Threads: 300
Likes Received: 209 in 66 posts
Likes Given: 30
Joined: Apr 2015
This is a convoluted way of nerfing Magic Gunner's one overcharge for interference shell. Instead of making the status effect harder to understand, the change should be directed at Interference Shell.
Posts: 1,140
Threads: 259
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Nov 2014
Wouldn't it make more sense for it to lower HP and FP healing by LV% (and crank up the LV)?
Posts: 1,125
Threads: 199
Likes Received: 663 in 255 posts
Likes Given: 797
Joined: Nov 2014
I like Soapy's suggestion.
Posts: 2,305
Threads: 651
Likes Received: 267 in 145 posts
Likes Given: 56
Joined: Nov 2014
Also just having some way to cure interference would be kinda cool. Simply because 12 round interferences are kind of OP.
Posts: 1,140
Threads: 259
Likes Received: 0 in 0 posts
Likes Given: 0
Joined: Nov 2014
Instantly curing a High Charge for 3M would be kind of OP, too.
Just putting that out there.
Posts: 2,305
Threads: 651
Likes Received: 267 in 145 posts
Likes Given: 56
Joined: Nov 2014
Or having the item remove duration off of it, if it's too high. or simply giving a Healer class something to get around it.
Posts: 985
Threads: 153
Likes Received: 25 in 4 posts
Likes Given: 1
Joined: Nov 2014
Or just change the shell's Duration formula for Interference. (i.e. High Charge/2 turns, or perhaps a duration cap) One Overcharge + High Charge + Interference Shell is the only thing I've seen in the 'nerf interference' argument here.
It would also be nice to have Dullahans ignore the FP half of Interference, since they're the only race that will essentially die without FP regen.
![[Image: a2794117f3.png]](http://puu.sh/pncOC/a2794117f3.png)
[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
Posts: 7,579
Threads: 399
Likes Received: 600 in 293 posts
Likes Given: 12
Joined: Nov 2014
I went ahead and nerfed the duration on the Interference to HCP/2.