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Holy shit, slow down lucky boy! [Lucky Shell vs Quickdraws vs Normal Guns]
#1
Don't want to say much, because I still like the 'rising game' of Lucky Shell and it's pretty fun to fight against the clock. But there's a small setup which is a major offender on this neat and unique gameplay. And the way Multishot has so many counters it hurts my fingers to even request this one, so, this is the setup that shouldn't be forgiven:

Quickdraw + Quickdraw.

While you 'normally' (with two Handguns that fire 4 shots) you get a maximum of 12 shots with Fleur (15 if Akimbo), with two Quickdraws, you can reach over 24-26 Lucky Shell LV in one round. Which makes the second round LV 48, that can be chained into an Overcharge to multiply this 48 * 2, and make you lie on 96% chance to deny damage from any sources. Even Poison.

As I said, I don't have 'anything' against it, but I'd like to see this getting slowed down, such as capping the amount of Lucky Shell LV you can get from shots at the maximum you get with a normal setup, which is 15 per round.

Then there's another request. Since Lucky Shell LV can go beyond 100 and pretty much stack forever, can 'any' direct damage they take reduce the Lucky Shell's LV by 10, and if the damage is nullified, LV 5? So this makes another way to make this 'arm wrestling' more entertaining for atleast one of the parties.

If this all is too much work to implement, can the 'Lucky Dodge' make more sense in a way? Such as not nullifying Poison's damage, Burn's damage, Lingering damage, Strangling Etacof's damage, Raging Flame's damage and pretty much every sort of after-round damage/status effect damage, like Snake Dancer does now?
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