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trap limits
#11
I think the simplest solution for Hand Trigger in particular is to just reduce the amount of traps/bombs it affects and have it prioritize the last ones placed. One trap/bomb per Excel Charge sounds fair to stop the most egregious of use cases. (Grenade Launcher + Trap/Bombs) If that's not enough, just have it affect only one trap/bomb.
[-] The following 1 user Likes Miller's post:
  • Autumn
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#12
You guys are just big meanies Sad

(this post is a joke, don't take it seriously.)
[-] The following 1 user Likes lalchi's post:
  • FatherCrixius
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#13
I don't like the idea of putting hard limits on traps or triggers. Just make it nerfed without removing the fun from it. The whole point is that you press the big kaboom button... Don't make it less fun! Just make it less crazy damage, and greater accuracy and it'll be fine imo. And I think people underestimate how powerful the wind enchant is in these builds. A few minor nerfs across the most egregious aspects will quickly bring it in line. And imo it's mostly the damage and aoe. Making it limited in an arbitrary way would suck!
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#14
It applying statuses on misses feels like a bug and should definitely be fixed.
I don't think raging traps are the problem so much as elemental effects on most moves are always best with wind and lightning, and always have been.
Increasing in damage each round should be removed too I think. Or at least hand trigger removes that bonus before applying damage. It suits a camping playstyle too much for something that can't really be attacked or destroyed. If you aren't a summoner, there isn't much you can do in counterplay.

And if that's still not enough, hand trigger excel could do greater accuracy instead of evade ignore but still apply its statuses.
And if THAT'S not enough. . .
Then at that point give them a cooldown.
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