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"Ever heard of Shukuchi -> Move -> QHK? Guess not." What miller said, plus hello, dense thunder, plus hello, shitty damage output. They'll do more damage in the three momentum than you in this six. Please stop using these topics to attack people, because I think a person that'd legitimately want to work on a suggestion would actualy READ what's in them.
The KD compotent is fine according to this topic, as any points to counter it were swept aside.
Upping the range would maybe be worth it, but I'd not go over six or seven.
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"[url=http://neus-projects.net/viewtopic.php?p=4151#p4151 Wrote:Ryu-Kazuki » Sat Jan 31, 2015 4:08 pm[/url]"]Honestly. It's not hard to sit and think about something.
I suggest you get more practice.
"[url=http://neus-projects.net/viewtopic.php?p=4151#p4151 Wrote:Ryu-Kazuki » Sat Jan 31, 2015 4:08 pm[/url]"]Just because there are ways to avoid it, which can easily be counterplayed by someone who plans things out, doesn't mean it's not a problem.
It doesn't matter how far away you are, what you have against it, it still can easily just ignore whatever you do to counter it, get distance, and do it all over again.
Ways to avoid it:
1. Be MA.
2. Take one of the best traits in the game.
3. Don't run too far away from them when you're not KD immune.
Ways to counter these things:
1. You can't. They can't be knocked down. Period.
2. You can knock them down once during the fight with Heaven Kick, unless:
"[url=http://neus-projects.net/viewtopic.php?p=4151#p4151 Wrote:Ryu-Kazuki » Sat Jan 31, 2015 4:08 pm[/url]"]Ever heard of Shukuchi -> Move -> QHK? Guess not.
3. 7 Momentum to do 30 damage and take away 3? You literally do more damage by responding with Black Rend, at a lower FP cost.
And still have 1M left without wasting an item and skill slot.
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quaking heaven kick is the one thing that makes the enchantment worthwhile imo
it's a distance breaker with a .chance. to knock down your opponent
knockdown cannot be spammed
regardless, a monk is just going to knock you down with dense thunder when they're up close, and using an entire turn to knock someone down when you could be doing other equally debilitating things is stupid if you're a verglas
i really don't think it's worth nerfing when you have to either be part mage or be able to get your hands on a badge
11 years of roleplay and would you believe I still have no idea what I'm doing
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So. Upping the range to six or seven and giving it an extra point of damage per square? Right? Right?
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Verglas knockback + heaven kick
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"[url=http://neus-projects.net/viewtopic.php?p=4158#p4158 Wrote:Rendar » Sat Jan 31, 2015 5:29 pm[/url]"]So. Upping the range to six or seven and giving it an extra point of damage per square? Right? Right?
Sounds fine with me.
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"[url=http://neus-projects.net/viewtopic.php?p=4160#p4160 Wrote:Lolzytripd » Sat Jan 31, 2015 4:41 pm[/url]"]Verglas knockback + heaven kick
Verglas Rising Kick > Axe Kick > Rapid Kick
It's better and doesn't give you a glaring weakness.
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The Elemental Augments are practically useless beyond Blazing Shinken, Quaking Heaven Kick and some of the skills with Talvyd (iirc the one that increases range). You're donning a weakness for what, some meager damage with a good chunk of the applicable skills? It doesn't make anyone want to bother with any of those skills.
That being said, Quaking Heaven Kick is perfectly fine as it is; you are pressing Knockback onto an distance-closing skill, and if they happen to have a way to counteract the knockdown (Kip Up and/or On Guard), you're just stuck with a weakness. The options here are accessible enough to where if someone is really adamant on not getting either, it's their fault when they get caught in a knockdown loop.
....And let's not boost the range requirement. If any enchant should be boosting HK's damage significantly, it would be something like Redgull.
[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
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