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Idol Dissonance
#1
Currently I don't think Idol Step really matches up to the theme of the skill, and it's no secret that Idol Step currently makes 1v1s a ballache, and while I don't agree with balancing things solely around 1v1s, I do think this change I am about to suggest fixes all three of the issues that are presented by this skill.

Idol Step's issues:

  1. 1v1 Strength as mentioned is much too strong, the combination of a huge chunk of light damage/healing at once makes it an uphill battle where you have to seriously outmatch your opponent to win.
  2. In teamfights, Idol Step needs to be carefully positioned to hit as few non-key targets as possible, ideally you would hit 1-2 allies and/or 1-2 enemies, this makes playing around this skill kind of annoying for the Dancer themself more than the recipients of the attack.
  3. The Battle Rush attached to the skill is non-negotiable and just comes packaged with the deal, this is great for basic attackers for a couple of rounds but it quickly devolves into a mess of FP sustain issues for the entire party to have to deal with, often enough its kind of trolling your party due to their now limited arsenal of moves (Shukuchi goes up to a 30 FP cost, for 1m, for example)

So here is what I am suggesting for Idol Step to be changed to, these changes should make it match up to the fantasy of gaining as many fans as possible.

Quote:Idol Step -


Dance Skill. Affected units may be inflicted with Charm LV X and are given Battle Rush LV X (based on rank) for rounds each. You will step up to X times (X = Allies and Enemies affected, max. 5), damaging all enemies and healing all allies one time per step, if you have affected at least 5 units, replace Battle Rush with Sharpen on all allies.

Scalings changed:
60/70/80/90/100% Light ATK, Base DMG/heal/charm: 5/10/15/20/25, Rush/Sharpen LV: 2/4/6/8/10



Thank you for consideration as usual.
[Image: zo2BdSr.pngp]
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#2
I'd love it if we could take out battle rush, but idk about this version because it makes it essentially incredibly strong at 5 targets and weak at 2. I would instead suggest it makes you step 3 times, does damage each step to 1 random guy, and heals one random ally for like a scaling amount at the same time, prioritizing units that have not yet been affected and doing 50% less if already hit. This would make it less wonky but still retain the positioning aspect. I think battle rush is just not something we should give to skills. Instead, perhaps give a small buff to allies like regen that scales based off of target amount so we add the idea that more people = better which I think makes sense for "idol" step
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#3
Make idol step do a step per ally or per enemy in range, whichever total is lower , healing 1 ally, damaging 1 enemy per step.
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