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Lucky 777
#11
To be fair, I do understand Sderg's issues with this, but it's also worth considering how stupidly specialized the gunner using it needs to be for it:

- The gunner needs to be an Akimbo user to build it up quickly, meaning extremely limited access to skills from subclasses. They are effectively a one-trick pony at this point. Their counterplay against counters to them is extremely limited.
- They also basically need Fleur for it. So your only real options are Kensei/MG or Ghost/MG. This further limits counterplay options, as they cannot use Matador as a counter to Bellplate/ Fang Faced Shield/ Even just armor of nails if you don't have any 10* items. Seriously, if they want to stack 100 lucky shells, that 4 damage on the armor of nails adds up hilariously more than you might expect.
- Cripple Leg? You don't get all your shots for that, slowing down the process. And it was a waste of an action if your opponent has skills like Blink or Hanging.
- As stated before, Quickdraw's scaling sucks. Shooting a bunch of times is it's only real use. If you want the full number of shots, you cannot skip. It is also a moot point if the enemy goes first.


The vast majority of gunners will never get Lucky Shell up to the point that it actually becomes a real issue. BUT - and this is a big but - gunners are no longer relegated to more of a glass cannon role (they can more easily be built to be bulkier but less offensive, now) and I could easily see some kind of attempt to make low damage, high sustain Lucky Shell users the new meta. But then Kensei comes in and says no.
*loud burp*
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