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Pink Eye
#1
There are numerous glaring issues with the skill "Dark Eye" within the tactician repertoire currently.

Aside from the bugs (AKA: it draining all of your momentum)...

The eyeballs are slow moving, statless, and will die in not even one hit of someone using an AoE in pvp testing. I'm not kidding, they just die far too quickly for this ability to be actually useful (despite how lovely the ability is!)

There's not much 'Skill' behind it either. You summon them on your turn, and depending where on initiative you are (top of the turn count, or somewhere below the enemy team's fastest), you will notice a glaring issue with the little eye-bombs. They have 1 in every stat bar DEF/RES (and maybe vit? I'd have to look). They have 120 hp, and 50 FP. Their self-detonate skill costs 50FP to use, meaning that any draining of FP/WIL/SAN/FAI will automatically make them unable to use said ability, making them actually useless little orbs that stop you from using the ability again until you get them to an-hero somehow.

If you go first in initiative (a rarity sometimes, but possible due to On My Mark), and you use this skill, you will be greeted with the enemy team getting not one, but TWO full turns before the orbs get to even act. At which point they might be well out of the three movement range the bombs have. Their damage is mediocre, at best, due to dark resist being in high quantity in the current meta, so that isn't a selling point for the ability, either.

It's selling point ™ is that when it does go off, it nails the person with a status effect that lets you analyze/evaluate another person and apply the effect (1.5x) to your dark eyed target for 5 rounds. This is a nifty ability, don't get me wrong.. but it is severely lacking in every regard aside from the 'desired' reason to have it. The bombs can't even be detonated on a target if said target already has the status effect...

I'm not sure how to work to fix this or make the ability viable, I'm willing to discuss ideas, but as of right now it's meant to combo with other abilities (like pinpoint electro), but makes it impossible to combo because the skill itself is just bad.

Ideas I've had so far...

1. Give them "On my Mark" so they go after the Tactician's turn the subsequent round ( meaning they still suffer from 'summoning sickness' as it were).

2. Give them SWA/3 in all stats and raise their movement up some so that they might live more than a single hit from anything.

3. Make them invulnerable to everything but light damage.


It's not much, but I'm willing to see where this goes, since all the tests I have done with them as of yet have shown them to be verrry lacking (not as bad as White Prison, since that ability doesn't even do it's job.)
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