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Trait Rework
First of all I think these are pretty interesting traits. I love how the eye perception traits reduce max hp. AND THE SKILLS THEMSELVES COST HP TO USE. With the exception of painproof, this is the first time I've seen any such skill immediately lower your HP upon being used, and i'd love for more moves like that to exist in the future.

I also love the cutting minigame with those moves, the sound effects, and the flavor. but I do still think the final trait needs to be a little bit stronger.
With all three eye perception traits, you lose roughly 9-10% max health. It wasn't quite 10% for me, and not quite 9% either. Somewhere in between. (The first trait made me lose 7 max hp when my max hp was 657, so it seems to round up.)

So the style, the flavor, the traits themselves I love to death. But the third trait's move, Eye of Divinity, I feel is on the weak side. First of all it has a 5 turn cooldown. Second, knowing the move already costs 3 trait points and 10% of your max hp (roughly.) Using the move costs another 25 hp, as well. The health doesn't matter to me though, as I like the skill's flavor of being closer to death, and perceiving it. I just have two main issues with "Eye of Divinity" the skill.

Issue 1: The base damage is always 300 (at level 60 )if you do the minigame flawlessly. (You can still fail and do 0 damage, losing 3m and 25 hp for nothing, rip!) Which is still lowered by their defense stat as well as their passive damage reductions. Testing against the winged guardian's calamus crucifiction or whatever aura that lowers damage by 20%, lowered the damage by another 20%. So i'll also assume turtle armor, one on one, and anything that lowers damage further such as charm and wraithguard will still lower the damage further. This feels worse than most attacks at level 60, even without sacrificing the health, getting next to them, and performing the minigame flawlessly. The move's power just simply doesn't feel worthy of a 5 turn cd. It feels worse than the eclipse skill shaitans get, and that doesn't even have a cooldown. It isn't even that fun of a NPC killer because the 5 turn cooldown means you can't spam the 999999 akeshic damage on them.

Issue 2: The move cannot miss (It seems) nor crit. Despite showing a hit, power, and crit % upon hovering over an enemy with the skill, it seems to function like an autohit technique. Even with an above 100% crit rate, the damage could not crit, and therefor if you have a high crit rate against your foe, the dagger's crit damage is very likely going to exceed eye of divinity's damage. Which also makes the two turn cooldown Eye of Elimination skill just stronger at level 60 in general. As daggers are made to crit.


What I mainly would hope to see out of the Eyes of Elimination skill would be for it to behave like an augmentated basic attack, much like wraithguard. Something worthy of having a 5 turn cooldown, and better than cuthroat or eye of elimination in general. The most basic solution I'd feel is to just turn the move into a basic attack with bonus to hit, that actually uses the weapon's power or scaled weapon attack as well. Maybe lowering the final extra 300 slightly to compensate. To maybe 3.5 per level. The second solution that might work, is to make it the complete opposite of Wraithguard. Dealing a percentage of the foe's current health in extra damage. Meaning the healthier they are, the more damage it deals. Or I guess something like enma's summons, more damage the lower their health is, could work too.

Currently I just feel as though the eye of divinity trait's attack, unless you're trying to instantly kill an npc for fun, isn't worth it 90% of the time due to the base damage being 300, with a 5 turn cooldown, costing your own health, and lowering your max health by 5% just to possess.

I would prefer Eye of divinity to become a basic attack skill that's worth using at level 60, as its current power and ability really just seems to be about as strong as the assassinate void assassin skill, with the latter being a bit better, but also requiring void energy. And this is all assuming you make zero mistakes with the cutting minigame. which I've only managed to do about 40% of the time, as even when I feel I've made zero mistakes, sometimes the damage is knocked down 20 or 40.

Another idea would be to make a new crit modifier similar to vorpal strike, that only applies to Eye of Divinity. Something like: "Deadly Strike" that gives lingering damage and cursed wounds.
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