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Wild Rash
#1
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.
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#2
http://www.neus-projects.net/viewtopic.p...amp;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.
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#3
My word on it is unchanging, yeah. #PlantKiller
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#4
There's many cases where people can't actually fight back. I was one of them too.
Please change it?
[Image: Fern22.gif]
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#5
"Fern" Wrote:Post by Fern » Thu Nov 24, 2016 6:29 pm
There's many cases where people can't actually fight back. I was one of them too.
Please change it?
Like 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.
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