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Conditional Immortality
#11
Bumping this, as this is still an issue.

It doesn't need to be as severe as losing the entire turn (in cases of Die Hard, where odds are if the person is too slow, they'll just die again -anyways-), but when you have an LB with pheonix, and a team full of people with sals to spare, they will -never- die until you kill all of them in the same turn without a mage, or the means to inflict interference (which currently only comes from three abilities and one of them can be resisted).

Dying can be considered -strategic- since it means you effectively cannot counter skip them if the healer/reviver is slower than you.
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#12
I think anyone that was present for the recent event can completely vouch for this.
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#13
In the next update, the following changes are in effect:

Going from 0 HP to a positive HP amount counts as being 'revived'.

1) When you are revived, you lose 3 Momentum, as if you had been knocked down. (Skills that ignore knockdown or reduce its Momentum penalty do not take effect; it was just an example.)
2) When you are revived, you gain a status called Badly Beaten for 4 rounds, with a starting LV of 1. Badly Beaten causes the Momentum you receive from a new round starting to be reduced by its LV. If you are revived and are already suffering from Badly Beaten, the duration is extended by 4 rounds, and the LV is increased by 1. (Note that status effect duration is reduced even during turns you are incapacitated, so you get revived, then knocked out again, and 4 turns later you get revived, you will get a 'fresh' Badly Beaten, not a powered-up version.)
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