12-27-2019, 07:07 PM
While I do agree that Matador, if doubled down on, can be a little overbearing against certain setups, there are plenty they struggle against. Having previously spent no small amount of hours on a dedicated Matador physical tank, I think I'm qualified to talk about this particular topic.
An issue of the stance's skills lie in the fact that it isn't affected by resistance (%Magic damage reduction), and scales off your own dark attack, which often means your own resistance will be quite high. For Retaliate in particular, it goes beyond by not only ignoring your resistance, but also scaling off your raw rage, instead of any invested stat. This, generally, is not a problem due to how long it takes to get there, IE stacking up 400 rage if spirited, and serves as typically a singular nuke in a fight, after which it cannot be used again efficiently before the battle ends, unless you're fighting someone specifically enabling you to do so.
It's a strong skill, with a couple of strong ways to counter-play it, that being magic damage, which most classes back quite potent nukes of these days, or universal damage, such as Life Drain, or Ingrain, or Rebound, the latter of which is quite outstandingly popular due to how good it is. Darkness resistance (The elemental resistance), is, of course, also very viable in shutting down any Matador-centered build.
It could probably stand to be doubled in tile cost, making it 10 rage per square moved, but more than that, I disagree with. It's highly situational, can be resisted quite easily, and isn't typically that strong under normal circumstances. If you're specifically centering your build around Retaliate, I don't see why you shouldn't be doing a lot of damage with it, especially so if you spend upwards of 12+ momentum to set it up. There are far more efficient uses of your momentum, with fewer obvious points of counter-play.
An issue of the stance's skills lie in the fact that it isn't affected by resistance (%Magic damage reduction), and scales off your own dark attack, which often means your own resistance will be quite high. For Retaliate in particular, it goes beyond by not only ignoring your resistance, but also scaling off your raw rage, instead of any invested stat. This, generally, is not a problem due to how long it takes to get there, IE stacking up 400 rage if spirited, and serves as typically a singular nuke in a fight, after which it cannot be used again efficiently before the battle ends, unless you're fighting someone specifically enabling you to do so.
It's a strong skill, with a couple of strong ways to counter-play it, that being magic damage, which most classes back quite potent nukes of these days, or universal damage, such as Life Drain, or Ingrain, or Rebound, the latter of which is quite outstandingly popular due to how good it is. Darkness resistance (The elemental resistance), is, of course, also very viable in shutting down any Matador-centered build.
It could probably stand to be doubled in tile cost, making it 10 rage per square moved, but more than that, I disagree with. It's highly situational, can be resisted quite easily, and isn't typically that strong under normal circumstances. If you're specifically centering your build around Retaliate, I don't see why you shouldn't be doing a lot of damage with it, especially so if you spend upwards of 12+ momentum to set it up. There are far more efficient uses of your momentum, with fewer obvious points of counter-play.