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Last Chance
#6
"Sawrock" Wrote:I like it the way it is. It should have counters and work-arounds, and that's how it currently is.

But Saw, 1 HP and an extended Unmarkable makes it not worth even having in your skill pool, even more now that multiple-hitting is so accessible. Have you never been frustrated by the way Last Chance rarely does what it is supposed to do? Don't be so afraid of those small changes, it will just make the skill more thematic and worth, something like 'this guy is a Ghost not because of Ether Invitation spam, but because he 'can' survive from sure death'. :c

Heck, even a newbie can have a multiple-hitting weapon if they want. Just do the Time Capsule quest for the Swordmaster's Ring, and bam, their basic hits can now ignore Last Chance, making the skill nigh-useless. Because even if you survive with 1 HP, it will still be the Attacker's turn, and they can 'easily' finish you off if their first-turn multi-hitting tool didn't.

[quote="Exxy"]
Not to mention Scaled Res is better in most scenarios as compared to the 1% HP Snake suggested. A 700 HP character for example, would be left at 7 HP after the effects of the Proposed Last Chance. If you were to take Scaled Res instead you would typically wind up somewhere between ~20 to 45 HP (if you're counting the RES bonus from Rebound's interaction with Rising Game and that you're at least a 4 Base Res Race with very little Res Investment or 36 into Aptitude).

It would make LC a bit more powerful considering how most classes now sport their own instance of multi-hit attacks (the only ones that are used in the purpose of offense that are a bit dry on multi-hit, with things like Lingering Damage included, are Kensei IIRC).

EDIT: Or we could just take the sour-puss way out and leave it as is, this also works. :
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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