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knockdown/knockback changes
#7
"[url=http://www.neus-projects.net/viewtopic.php?p=6249#p6249 Wrote:Lolzytripd » Mon Apr 06, 2015 10:14 pm[/url]"]100 felt fair since it is a 1 turn effect with a 1 turn immunity

you could even fluff on guard to reduce the penalty by half.

also 15% vs the worlds most best dodgers would be an evade penalty of 45+range Or, it basically turns kenki off(which buy the way when knocked down passives like kenki and yomidori (which seem to be stances of weeaboo fightan magic should already be negated when your ass is planted on the ground.)

The problem with the 'Realism' is that it breaks the game for any kind of dodge, which already is suffering enough as it is now that most classes can lower it via earth damage/Magnetism. Sure, it's realistic, but it's also basically nulls the reason to ever make a dodge-based character due to the insane amount of knockdown skills.

"[url=http://www.neus-projects.net/viewtopic.php?p=6249#p6249 Wrote:Lolzytripd » Mon Apr 06, 2015 10:14 pm[/url]"]
-Snip- ...protection from arrows ( which is rply catching arrows)

No, sir, 'RPly' it's whatever the hell you'd like it to be. Within reasonable limits of course.
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