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Return to Hexer Island
#1
Can we go back to looking at curses?

Whenever we decided that BoI mitigating the damage from 3 sources entirely was too much, we nerfed it to make it so that it reduces duration by 1 each time, making it last for 2 hits, and a round change.

Curses, such as Fellel's Fumble and Plisfa's Masochism (or whatever it's called) cause a person to always miss, or to never evade. While not overbearing on paper, missing three hits for the person afflicted is awful.

For three momentum, you make your opponent lose nine or more until they can attack back with basic attacks (and mind you, some builds don't use anything but basic attacks.) This isn't exactly balanced, and can rather continually be spammed again and again by the hexer for a low cost to themselves to make their opponent start racking up the negative effects that will almost certainly be the end of them.

Masochism? For 3m, you make certain your target takes the next 3 basic attacks (maybe autohits too?) It's bad, but not nearly as bad as Fellel's fumble because it doesn't net any real momentum loss outside of that. It's just 'meh why stop'.

I'd like to see that Fellel's Fumble and Masochism at least reduced the duration instead of the level whenever they take a hit to it. This way, a single hexer can fellel's someone... then that person (on the basic attacking side), can proceed to hit once, take it.. then hit again to lower the level... I'll just make a nice flow chart.

Combat Flow Chart
Hexer Fellel's
Hexer does other thing
--Attacker hits Hexer
--Attacker takes Fellel's
--Attacker misses Hexer
-----------NEW ROUND, HEX DECREASES IN DURATION
Hexer does stuff
Hexer Fellel's themself
--Attacker misses Hexer
--Attacker loses Fellel's
--Attacker hits Hexer
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