Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Bringing Back the Risk (Invocation talent nerf)
#16
Spoops post_id=38393 time=1574860168 user_id=193 Wrote:I see the concerns for the most part here (Except Jupiter's post which seems to be structured very strangely.)

These () are brackets. They denote a minor segment of text which, while relevant to the subject matter of the sentence, can be removed entirely without disrupting the delivery.

This - is a hyphen. It denotes a relevant deviation from the text which cannot be satisfied by enclosed commas; the sentence can exist without this segment but it would lack expansive context.

Bold text like this emphasizes particular words, in this instance 'Somebody', meaning Dev. Now, if we put all of this together...

- One. Celerity based builds suffer more from this proposed change than others do, because of the fact that the Evasion reduction they do possess - and accompanying armor with their class spread - is insufficient to mitigate significant AND multiple instances of damage that would shatter their invocations.

Shujin post_id=38390 time=1574847524 user_id=135 Wrote:The cel person in turn can however reliably cast it 100% when he uses a tactical skip and people let them.

- Two. Yes, they can skip. Yes, they can build specifically with classes in mind that will negate this problem. Yet, the 'what if they' argument is partly null and void. It relates because skill is objectively a factor in a successful fight. It does not relate because once the effective methodology (e.g. Skip / Cobra / blah blah) has been established, it will be learned and a counter will be established - then you're back to square one with the raw numbers which do not add up. The raw numbers are the concern here, because the break chance scales off the amount of damage that a person will take - and let's not kid ourselves, against a determined opponent in a battle that matters, they will take that damage.

- Three. Certain other skills currently exist that are mandatorily used by extremely common builds that require both less setup and hilariously the bare minimum of effort positioning, i.e. Point and shoot skills. Again, this returns to the root issue I'm pointing out with this, which apparently wasn't obvious enough.


Nerfing the talent when the only condition for breaking is a % chance based on damage is bad. Why? Because it pushes people toward specific builds if they do not wish to be punished for creativity.

What you want here is a flat chance, which is the same for everybody irregardless of who they are, which can only be accessed by specific attacks that are deemed 'heavy' or 'weighted' - let's call it Flinch Factor. Add a torso enchant that can reduce Flinch and you're good to go.

Unsurprisingly, this would require skills to be edited and therefore revisited. This needs to be done anyway, considering this subforum is sadly the most active.
[Image: House_Banner_PNG.png]
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 1 Guest(s)
Sigrogana Legend 2 Discord