07-29-2017, 03:59 AM
Dark Eyes, currently, consume all Momentum, and you cannot summon more until the current ones die off. Completely. Which means that if someone just wants to screw you out of ever using the skill, they have to drain even just a small amount of FP. (Why it takes all 50 of their 50 FP is beyond me. It should just cost nothing on that front, but I'm getting carried away there.)
The damage can't actually be dealt to people already affected, so in a 1v1 situation this skill already has a 5 turn cooldown. Wherein if the Tactician gets to a high enough tactics rank (unless this has been changed), if these little buggers die. THen you lose all of your tactics rank.
The dark eye isn't meant to create pressure/block off paths. That is literally the ability to create a fucking wall (which doesn't even do it's job right since you can just sidecut/blind haunting/blind hanging through the damn thing. Or just fire a gun/arrow through it because lol).
The fact that the things get double turned before they can even act makes them unreliable DPS boost every 5 turns at best, and completely worthless and a waste of FP at worst.
I don't want this ability to be OMG SUPER POWERFULZZZZ. I just want it to at least be usable. If it just gave the status (dark eye) to whoever killed it (even if not adjacent) without the damage, it would be so, so much better than it is right now. Right now, a boxer can just pummel the shit out of you, and have the wind off of his attacks insta-gib the little guys. Or an LB can just drop a circle 6 (since the things can't even move 6 squares in 1 turn.. since they can only move 3 squares per turn), they are liable to be in it unless you summon them then combo into charge order... except you still have to let your opponent get a turn (or two if you're faster) in before the little guys actually decide to have a turn because of their 1 in every stat.
They are, almost completely, unusable in any setting bar a situation where the enemy just doesn't have any AoEs. At all... Or even ranged attacks. No amount of 'spacing them out' will help since they have to converge on a location anyways (and their 3 movement makes them a snails pace.)
The damage can't actually be dealt to people already affected, so in a 1v1 situation this skill already has a 5 turn cooldown. Wherein if the Tactician gets to a high enough tactics rank (unless this has been changed), if these little buggers die. THen you lose all of your tactics rank.
The dark eye isn't meant to create pressure/block off paths. That is literally the ability to create a fucking wall (which doesn't even do it's job right since you can just sidecut/blind haunting/blind hanging through the damn thing. Or just fire a gun/arrow through it because lol).
The fact that the things get double turned before they can even act makes them unreliable DPS boost every 5 turns at best, and completely worthless and a waste of FP at worst.
I don't want this ability to be OMG SUPER POWERFULZZZZ. I just want it to at least be usable. If it just gave the status (dark eye) to whoever killed it (even if not adjacent) without the damage, it would be so, so much better than it is right now. Right now, a boxer can just pummel the shit out of you, and have the wind off of his attacks insta-gib the little guys. Or an LB can just drop a circle 6 (since the things can't even move 6 squares in 1 turn.. since they can only move 3 squares per turn), they are liable to be in it unless you summon them then combo into charge order... except you still have to let your opponent get a turn (or two if you're faster) in before the little guys actually decide to have a turn because of their 1 in every stat.
They are, almost completely, unusable in any setting bar a situation where the enemy just doesn't have any AoEs. At all... Or even ranged attacks. No amount of 'spacing them out' will help since they have to converge on a location anyways (and their 3 movement makes them a snails pace.)