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Ether Winvitation
#6
To be fair, I think Lolzy has a good point: Cooldowns are becoming the 4M of current SL2, aka "OMG GIVE IT A COOLDOWN, I'M NOT EVEN LISTENING TO ANY OTHER SUGGESTION, COOLDOWN WHEN!?" People are way too quick to demand slapping cooldowns on everything, even for skills that already HAVE them in a sense (See: Anything on a Ghost that causes Unmarkable.)

(Yes, I'm aware of the "null shell removing unmarkable" thing, but that really seems more of a bug. We shouldn't kneejerk around that.)

Honestly, if I were Dev, I probably wouldn't take any such suggestion seriously at the present time, considering that almost every other skill has a better solution available and people just don't want to consider alternatives. Cooldowns are best left for things like Grenade Launcher and Checkmate, which took on cooldowns in exchange for lowered momentum costs, as well as heals because of PVP stalemates.

(I admit I was ticked when I noticed Grenade Launcher has a cooldown now since it's fairly weak anyways, but then I realized it only costs 1M now, so you can just use it as an extra action at the end of a turn, so it works *shrug*)


Anyways, my whining about cooldowns aside, let's discuss the other suggested issue: Percentage based HP.

I personally don't think EI needs any change at all; Ghosts naturally want high HP because of Rising Game, so they can fight decently wounded while still not being in any perceptible danger, and using EI locks you out of Last Chance for several turns, making it a desperate gambit that's as likely to get you killed as it is to pay off. EI damage is also reduced by defenses, so you'll NEVER do the max damage (unless you follow up a Buster Cannon or something) since the cap is applied BEFORE defenses, so you'll rarely see above 250-ish, possibly much lower, depending. On a move you generally never get to use more than once in a single 1v1, since you need to be missing considerable HP (500 for max damage) before it even becomes worth using.

While I can appreciate and respect suggestions to make it percentage based, I'm also against it simply since it's possible to make a lower HP character with obscene stacked DR from multiple sources. By making it independant of Vitality/Sanctity, the floodgates are essentially opened to allow "Shuckle"-type builds to abuse it.
*loud burp*
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