12-18-2023, 08:59 PM
I was writing up some sort of 'problems with ghost' thread that hasn't made to see the light of day here, and touched on pain-proof pretty in depth during it.
To keep it short, it's effect is not worse than bodyguard, they actually math out at the same point in the damage equation, but the 10% HP cost is just unfavourable math; and allows the enemy to either skip or straight up guard in front of you. It keeps a lot of potential to be strong, but the core reason why it isn't used is because Ghosts HP costs have been designed poorly across the board due to the lack of differentiation between current HP%, max hp%, and the HP you actually care about.
https://docs.google.com/spreadsheets/d/1...sp=sharing
There are setups that utilise this very well, but you are completely right in thinking this, among a few other skills from ghost, are poorly designed and not practical.
Giving it a CD allows people to either full-guard or otherwise not interact with it, this is a skill that takes 33-> 50% of your momentum per turn and has it's own associated costs. My personal take was moving it to current hp%, or either receiving a buff based on the damage mitigated, or a HP refund if damage taken was under a certain threshold.
To keep it short, it's effect is not worse than bodyguard, they actually math out at the same point in the damage equation, but the 10% HP cost is just unfavourable math; and allows the enemy to either skip or straight up guard in front of you. It keeps a lot of potential to be strong, but the core reason why it isn't used is because Ghosts HP costs have been designed poorly across the board due to the lack of differentiation between current HP%, max hp%, and the HP you actually care about.
https://docs.google.com/spreadsheets/d/1...sp=sharing
There are setups that utilise this very well, but you are completely right in thinking this, among a few other skills from ghost, are poorly designed and not practical.
Giving it a CD allows people to either full-guard or otherwise not interact with it, this is a skill that takes 33-> 50% of your momentum per turn and has it's own associated costs. My personal take was moving it to current hp%, or either receiving a buff based on the damage mitigated, or a HP refund if damage taken was under a certain threshold.