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Cobreakdance, the return of the return.
#7
"Chaos" Wrote:Aside from that, however, I don't think we need to tamper with Snake Dancer any further, especially not breaking its activation limit and turning the skill into an infinite cheese fest (for 1v1s) on the same level as pre-nerf Spirit Pain. (it's not hard to keep your line of sight on the opponent in a 1v1, especially when it comes to making them waste half a turn just to move around it)

[strike]Still, the ways to shut down Cobra fairly surpasses the ways the skill works, all classes in game can deal with Cobra the way it is now, facing them or not.
Rogue has Pocket Sand for blind. Hit buffs on Eastern Wind.
Void Assassins have Voidgate to go behind for no momentum.
Engineer has Turret to make the Cobra user turn around.
Spellthieves can steal Blink or any monster Spell that inflicts Blind.

Martial Artists have Crane Hop and Shukuchi. Aside from the innate hit buffs.
Verglas have Ice Skate and Axe Kick to inflict knockdown.
Monk has Dense Thunder to inflict Knockdown and Sun Flare to inflict Blind.

Duelists have Sidecut to cheese Cobra Stance (since it takes the damage, making the Cobra user turn his face to where the Sidecut has been cast from.) Hit buffs on Sharpen.
Kensei have Kagekiri that pretty much works the same for Sidecut. Aside from the innate hit buffs.
Ghost have Haunting.

Soldiers have Charging Bash, which exposes the enemy's rear, and Flatfoot, which further decreases Evade and has 50% chance to knock enemies down.
Black Knights have Bright Bishop, which nullifies enemy's Evade if used together with Flatfoot.
Tacticians have Enemy Evaluation.
Demon Hunters have Cobra Stance to leaping lizard for free to the other Cobra user's back, and a neat combo with Matador and Cobra that ends up in a knockdown.

Mages have Blink, Swap Position and Magnetize on Galren enchant. Aside the possibility to stun.
Evokers have a knockdown upon casting a D-Rank Invocation, and flatly ignore Cobra procs f their Vydels throw the enemy and they end with their backs turned.
Hexers... oh Hexers. They have Pilfa's Masochism to nullify enemy Evade procs, and a magic that increases Blind duration by 1 each time it's cast. And Snake Dancer doesn't dodge Poison and Burn, el oh el.

Summoners, I won't even comment much. Get 4 Youkai surrounding a Cobra user and lay the beatdown as Danger Sense can't keep up. (this is fun)
Grand Summoner, what summoner does, plus with infinite FP and the ability to use Youkai spells to blind and immobilize.
Bonder, what GS and Summoners do, but with stronger Youkai who receive more momentum.

Archers have cripple leg and innate hit buffs.
Magic Gunners have blind, knockdown, stat drain, evade debuffs and magnetize, aside the Overcharge's insane hit buff.
Arbalests have more hit buffs and the possibility to stun.

Curate, do I really need to say that even a support class can beat Cobra the way it is now? Yeah, it's necessary. Brighten reduces enemy evasion. Boom.
Priests can blind on a certain invocation.
Lantern Bearers can blind on Altera, and inflict Magnetize on Golem

Also also, don't forget, Borneblood still exists. So, it's that all from the spoiler tag + borneblood = Snake Dancer when?

The evasion check perfectly balances the dodge possibilities, removing the cap would make it be the stance more fun to use. And I mean, if you can't beat a destiny cobra user with whatever we have available in all classes? Boy, you should review your PvP tactics because Dev didn't give us a handful of cards but a whole DECK to deal with it now, post-nerf.
Not as if infinite cobra dodges under a hit-check will break the game balance, right? They're not 'auto dodges' anymore, remember! You CAN hit a Cobra user on the face now, as long as you can actually 'hit' them. No need to walk around or to their backs.

And having Cobra to 'cheese' autohit builds may encourage people to use more basic hits, which are funnier than being a one-trick pony while spamming Bright Bishop until the enemy succumbs to the 110 magic light damage per round. (Hi Vintaro!)[/strike]
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