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Let's Miragetalk about Miragewalk
#1
I believe the Miragewalk enchant provides far too much potency for the up-time it has. With a base duration of 3 turns, and the ability to refresh it with cheap skills (Shukuchi, Cobra stuff, etc) or outright attacks (Hanging, Retreating Swipe, Flip Shot, etc), it essentially just provides a permanent bonus.

The obvious comparison to make here is with Disengage -- which costs 3 skill points, 3 momentum, 15 FP, and a 3 turn cooldown to provide a 45 HP heal and 45 evade.

[Image: toCNZwY.png]

Miragewalk grants 55% of the evasion Disengage does, often costs either one momentum (or three, when performing an attack or ability you would WANT to do anyway), has no cooldown, and costs no FP. The sacrifices for taking this enchant are either 20 FP and HP, or half damage from cinders.

[Image: Lh9qe0m.png]

Nearly everybody with any evasion runs this enchant due to how trivial it is to gain the effects of it. Waiting it out is not an option, and punching through it is equally improbable with the current balance of Hit vs Evade. In the event this is stacked with Disengage, there is no feasible way to hit that character. This would be fine, of course, if the delay between these windows of power was anything meaningful. I suggest a cooldown be added after the effects of Miragewalk expire, such that it cannot be reapplied the turn after it was removed. This would provide a bare minimum of one turn to try and counterattack.
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