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Return to Hexer Island
#6
EDIT: Please disregard this post. I was trying to keep conscious after a lot of blood loss when I knocked a can over and stepped on it in the dark, since I needed to be able to keep pressure on the wound. Needless to say, it's not the most intelligent thing I've ever posted. I'll leave it in a spoiler tag so you can see what Lolzy is talking about, if you care.

I feel that, in the past, I'd have been like "Um, why are you not sporting any autohits?"

However, under the new system, you need to sink points into guile if you want to do more crit damage, and since there's so few sources of acid damage, it's most likely a decent stat sink purely for the crit damage, and you're more likely to focus on attacks that can land crits. And while I'd like to argue that every build has it's weaknesses and that no build should be able to do everything...

I do definitely think that under the new system, it'd be in our best interest to have fewer ultimate hard counters that some builds absolutely cannot get around without judicious use of skills that character would not thematically be using - purely since it may not make sense from an IC standpoint to cover for that weakness. I'm not saying to make everything even. That would be stupid. I'm just saying we can ease off a little bit on hard counters to make some characters feel like they might have a shot... as opposed, to, say, an Akimbo MG against a Watchful Eye/ Cobra Stance/ Divine Blade Barrier Leporidae DH/Kensei.

So, I think the cooldown idea is a decent one, but of course, I realize I'm probably in the minority.
*loud burp*
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