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Hop here, hop there.
#14
Now I may be missing some things (which more than likely I am), but why not mark it up to 2M, require Urawaza to stay airborne after you enter the marked tile's area (and/or to knock them airborne... not entirely sure how that bit should work) and either be armor-locked >or< nerf it with ascending armor types (similar concept to how knockdown Evade penalties, I believe? But that seems silly considering a lot of the class passives are for Unarmored so you already have the incentive to use Unarmored. . . Although not an entirely mute point, I think, *considering class synergy*. . .). The idea of it being un-usuable when already Airborne doesn't sound too bad either.

*^That being in any combination, be it anything from only one of the ideas to all of them.*

And ehhhh to the notions of nerfing it's range. Comparing it to similar moves (like Haunting and Blink) is a bit odd. Haunting fears the target if you're moving -to- them and otherwise is a Repeated Action workaround that costs FP/something used to ignore any negative terrain conditions. Where as Blink doesn't break Invocations if used in conjunction. *I suppose if seen as necessary, maybe max Move Range falling down to 6?*

I suppose it worse comes to worse and the salt piles multiply we could make it a pseudo-Haunting that triggers Airborne instead of Fear? -queue nervous laugh-

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Aaaand that's all I could care to think of for it, feel free to break this apart and point out the drastic flaws in it. -nod nod-

P.S. The idea of flipping through the air to land next to the enemy and throw them up in the air does seem pretty lolsy.

Edit: Parts of text beginning and ending with asterisks (*) were added in after posting.
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