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Dullahans no weakness?
#11
I stand by the notion that the only reason everyone isn't a Dullahan for their swordsman of the month is because you can't bone them.

Their passives and additional momentum are outlandishly powerful when compared to something like a Lupine, and I think the race in general needs a limitation on how it can be healed. Dullahans (esp. with Soul Rage) are both still plenty scary to tangle with before they wear robes and spam Graft/Phoenix/Malmelo on their team. Watching a large-scale fight begin with a Dullahan casting Sanctuary assures you that you're in for a bad time.

It might be a bit much to remove their ability to be healed by Mercana entirely, but that's the route I'd look down if I was dead set on leaving Interference immunity alone. A cooldown, per-fight limitation, or total overhaul to Soul Rage can address the momentum disparity in at least some fashion.
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#12
I think their interference resistance can be converted to 30 + 50% of your SAN instead of just being 50 + SAN % as a good starter, that'd make their interference resistance at 40 SAN like it was pre-GR, 50%. Which would cause them to sweat quite a bit when inflicted with the status as suddenly they're gonna be missing a lot of turns.

I still think due to the implication of what they are they should be strong, but the sustain builds and the Evokers or hexers are too much sometimes.
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#13
Spoops post_id=38150 time=1572296328 user_id=193 Wrote:I think their interference resistance can be converted to 30 + 50% of your SAN instead of just being 50 + SAN % as a good starter, that'd make their interference resistance at 40 SAN like it was pre-GR, 50%. Which would cause them to sweat quite a bit when inflicted with the status as suddenly they're gonna be missing a lot of turns.

I still think due to the implication of what they are they should be strong, but the sustain builds and the Evokers or hexers are too much sometimes.

What I fear a little with this approach is, that while they miss alot of turns a super tanky one with on Stun heal, is basically just an immortal punching back. (even worse if they stratgeically use a full guard before the stun)

How about increased damage during their selfstuns then, if holy is undesired.
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#14
Shujin post_id=38153 time=1572337208 user_id=135 Wrote:
Spoops post_id=38150 time=1572296328 user_id=193 Wrote:I think their interference resistance can be converted to 30 + 50% of your SAN instead of just being 50 + SAN % as a good starter, that'd make their interference resistance at 40 SAN like it was pre-GR, 50%. Which would cause them to sweat quite a bit when inflicted with the status as suddenly they're gonna be missing a lot of turns.

I still think due to the implication of what they are they should be strong, but the sustain builds and the Evokers or hexers are too much sometimes.

What I fear a little with this approach is, that while they miss alot of turns a super tanky one with on Stun heal, is basically just an immortal punching back. (even worse if they stratgeically use a full guard before the stun)

How about increased damage during their selfstuns then, if holy is undesired.

Increasing damage when they are stunned is a very bad idea, they already can't do anything during it and is most often enough the only time you can attempt to burst them down during, guards can be countered with guard break and knockdown, many classes and items have sources of this.

If you don't have it thats just one of the weaknesses of the build I suppose, holy is a good choice, since currently a Dullahan's biggest weakness is lightning criticals and tank busting.
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#15
The race is clearly supposed to have high defenses, on account of it being a literal sentient suit of armor. It's clearly meant to have high offense, with the entire concept of Soul Rage.

So bite them in the only category left: sustain.
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#16
Was the extra momentum they get from soul rage an artifact of pre-gr days like the increased momentum from engineer Overclock or was that something added afterwards?

Also, maybe just get rid of their interference resistance in general. They already have the opportunity for insane sustain. Adding an additional immunity to the one counter to that while they have every opportunity to be tanky and damaging more than most other classes just seems silly. The fact that they don't have holy resistance or any actual check or counter is entirely silly, and I always just assumed they did because... Undead ghost suits of armor based off of spiritual suits of armor that I assume have holy weakness as monsters.
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#17
So long as you're not hurting their FP sustain, yes you can touch up on their interference resistance a bit, I think the largest issue with Dullahans though is just Soul Rage honestly, because of how you can do some really cheesy stuff with the extra momentum.

Anything else can be attributed to achieving the same thing with a Glykin or Wyverntouched and the same build, any sustain they would have is the same as a Dullahan would have, except not immune to Interference Shell and thats really it. (and you can clear interference these days with quite a number of skills.)

I would say have it so that their interference resistance is towards the FP sustain portion of it, so that they have to abide by the same rules as everyone else when they are interfered (except FP wise due to their gimmick), instead of making any knee jerky responses, the holy weakness can come with it I think and be fine, gives an avenue for basic attackers to explore when faced against a Dullahan.
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#18
FaeLenx post_id=38174 time=1572570161 user_id=2063 Wrote:Was the extra momentum they get from soul rage an artifact of pre-gr days like the increased momentum from engineer Overclock or was that something added afterwards?

They've had the ability as long as I can remember, so at least for a few years. I wouldn't call it an artifact or a case of old skills transitioning poorly through Great Reckoning -- it's been busted ever since it existed.

FaeLenx post_id=38174 time=1572570161 user_id=2063 Wrote:Also, maybe just get rid of their interference resistance in general. They already have the opportunity for insane sustain. Adding an additional immunity to the one counter to that while they have every opportunity to be tanky and damaging more than most other classes just seems silly.

The interference resistance was first implemented because Dev didn't like the idea that an interfered Dullahan would be perma-stunned at 0 FP from their passive. As collateral damage, they can receive nonstop healing regardless of the statuses put into play.

Though I'd like to see Dullahans get a penalty to healing received, implementing that plus a holy weakness just makes them metal Vampires in terms of class weaknesses. There are obviously more subtle issues at play with stats, FP requirements, and armor restrictions (See: Roland's post), so I won't throw weight behind any specific suggestion. I'll just reiterate that their sustain can't be countered through traditional means, and both their offense and defense has the potential to be some of the best in the game, all simultaneously.
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#19
I mean, they get infinite mana resources without that interference interference. What's the difference between them being perma-stunned at 0 FP and any other character being nearly entirely worthless while interfered at 0 FP?

The only reason they might need monk-tier focus generation to start with is their FP requirement on all actions, but that's something mitigated by Sanctity which is just a really good stat investment as any class already.

They're a race that should exist as they are as much as possible since they provide unique mechanics that are supposed to impact your decisions with a lot of positives and negatives, but it feels like all of those unique mechanics have been given as much to compensate for their weaknesses as possible.
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#20
Gonna chime in with a different perspective here that I don't think people may have considered. This is an Role playing game at the end of the day, it isn't supposed to be a balanced PvP game. Perhaps from a IC perspective they are supposed to be hard to take down? A big haunted suit of armour would logically be a harder fight than say a fluffy felidae. There is a precedent for this too, when people asked for shaitan nerfs dev stated that he wanted them to be scary and was quite light with the nerf.

The weakness Dullahan and other "monstrous" races should have is a social one, but people generally treat them like normal people rather than the freaks that they are. Something to considering anyway.
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