01-15-2019, 12:15 AM
Crystal Rose is used in its current iteration almost exclusively for Cinder tiles or for Swift Lightning crits. There's some use for the other elements, but none are realistically as powerful as those two, when builds begin to take more optimal shapes.
My issue with the change is that the only caveat to freeze is a status infliction chance. Duelists will universally have Skill, so even if they don't pack high Will, their infliction will be decent at worst. This in turn means they will always succeed infliction against races who are actively harmed by building Sanctity (Corrupted), or against builds that can't slot Sanctity without sacrificing something far more important (usually other Duelists).
This in turn leads to one of two strategies, depending on how much of a damage threat your opponent poses:
The fact that the ability itself does respectable damage only adds onto this issue. Failing an infliction chance doesn't actively hinder you, as you've done a good chunk of ranged damage and can try again at your leisure. I would personally suggest one of two things, based on the gripes I listed above.
First, make the freeze only compatible with Kraken, in the same capacity that Quaking Heaven Kick is compatible with Galren. Badges do not qualify for this.
Or,
Second, make successfully freezing someone trigger some form of cooldown, as per Sogensara's potential.
My issue with the change is that the only caveat to freeze is a status infliction chance. Duelists will universally have Skill, so even if they don't pack high Will, their infliction will be decent at worst. This in turn means they will always succeed infliction against races who are actively harmed by building Sanctity (Corrupted), or against builds that can't slot Sanctity without sacrificing something far more important (usually other Duelists).
This in turn leads to one of two strategies, depending on how much of a damage threat your opponent poses:
- End your turn by creating distance via sidecut, repel, Winged Serpent, Bash, or whatever other tools are at your disposal, then freeze your enemy out of range. The skill will still deal at least half as much as a normal attack. Chances are Freeze will either mean nothing to them, or hard counter them entirely. This all boils down to whether or not the person in question has ranged threats or unaffected movement options. Polarizing circumstances like this are never fun.
- Start your turn by freezing someone who built evasion, but not defensive stats. Chances are this will proc Evasion and/or Eviter, as dodge builds are almost exclusively relegated to playing Kensei. Follow up with a critical strike that pummels their health bar, then spend the remaining momentum buffing or running. Continue to freeze them over and over and over again, and never attempt to make a hit check that can otherwise be guaranteed.
The fact that the ability itself does respectable damage only adds onto this issue. Failing an infliction chance doesn't actively hinder you, as you've done a good chunk of ranged damage and can try again at your leisure. I would personally suggest one of two things, based on the gripes I listed above.
First, make the freeze only compatible with Kraken, in the same capacity that Quaking Heaven Kick is compatible with Galren. Badges do not qualify for this.
Or,
Second, make successfully freezing someone trigger some form of cooldown, as per Sogensara's potential.