04-27-2022, 04:39 AM
I missed the prior thread on this but it's still just as much a problem as it was....a month ago.
The ideas proposed in the last thread I feel aren't enough to tackle the issue with Fortunite.
The problem with making it a 3-4m move while still ensuring Glancing Blows on anything that can be evaded is still extremely powerful albeit more situational, and should have a limit to how much it can mitigate. Even if it only granted 30% DR the new system of negating any extra effects of evaded hits makes it incredibly potent at denying a lot of weapons and skills in the game. It is Steel Aura and near-immunity to status effects for 1 round that can be refreshed as long as you have item slots to spend on it (so up to 5 rounds for most people, which is often the entire duration of most fights that aren't intentionally stalled out/between two parties that deal minimal damage).
It is a similar issue still even if it 'only' granted an extremely high evade buff if it still remained costing only 1m. It should function like Miragewalk and Disengage where it will disappear after a hit check is made against the user or perhaps more fairly, lower in potency the more hits are made against the user.
The major issue with Fortunite as it stands is that in a situation where you'd be taking aggro from multiple parties, for 1m you now ignore any on-hit effects of skills/attacks and reduce all damage taken by 60% on top of whatever other damage reductions you may have, making it nearly impossible to defeat someone so long as they have Fortunite available. It is the equivalent of someone spending almost all their momentum (while not being a Dullahan) on Guard then still being able to take a turn as normal with no reduction to evade at all.
The ideas proposed in the last thread I feel aren't enough to tackle the issue with Fortunite.
The problem with making it a 3-4m move while still ensuring Glancing Blows on anything that can be evaded is still extremely powerful albeit more situational, and should have a limit to how much it can mitigate. Even if it only granted 30% DR the new system of negating any extra effects of evaded hits makes it incredibly potent at denying a lot of weapons and skills in the game. It is Steel Aura and near-immunity to status effects for 1 round that can be refreshed as long as you have item slots to spend on it (so up to 5 rounds for most people, which is often the entire duration of most fights that aren't intentionally stalled out/between two parties that deal minimal damage).
It is a similar issue still even if it 'only' granted an extremely high evade buff if it still remained costing only 1m. It should function like Miragewalk and Disengage where it will disappear after a hit check is made against the user or perhaps more fairly, lower in potency the more hits are made against the user.
The major issue with Fortunite as it stands is that in a situation where you'd be taking aggro from multiple parties, for 1m you now ignore any on-hit effects of skills/attacks and reduce all damage taken by 60% on top of whatever other damage reductions you may have, making it nearly impossible to defeat someone so long as they have Fortunite available. It is the equivalent of someone spending almost all their momentum (while not being a Dullahan) on Guard then still being able to take a turn as normal with no reduction to evade at all.