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Change to rush down strategies
#30
With dark claw the way it is that'll happen regardless. They just delete one person at a time and still aoe knock down because sonic shell spreads. That change won't do much. As for the two races, not everyone is going to run that lol. Because if that's the case, both of those run down tactics have a counter as well. The heaven kick? Run a LB that also has max cel and a or two quick draw, or something that makes you go front of cover your ally on knock down immunity. The QD dark claw? Kensei/DH with bullet barrier and divine enchantment. Hell, when run a evasive character who has green scale shits on the QD run down.

There is also the recoil counter play whereas they hurt themselves more than the target with that sword that makes a bubble around you.

There are counter plays just like the set I've listed but the same problem applies to them. One or two things counters them but, they need specific counters--Counters that aren't open to most classes. The pick position at the start of a fight will help with that alot more, so if people choose to spaced out, these zero turn 'int' drop kicks would be much easier to avoid as well as it'll open new strategies so on.

Edit note: Finished my point since my phone was dying when I was making the post before.
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