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Hexers too OP, pls nerf. [Fellel's Fumble/Pilfa's Masochism needs cooldown]
#11
Edited a bunch of alternatives into my post for discussion, let's figure something out. Guess I just don't want to see the 'hex' part of hexer disappear, it's probably going to wind up a lot weaker once the changes on defensive stat scaling come into play (though that remains to be seen).
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#12
If anything make fellels fumble only make you automatically miss the hexer, psiflas masochism only means you cant dodge the hexer.

this way in a group fight you could apply your damage to a different target.
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#13
"Joseph Jostar" Wrote:Guess I just don't want to see the 'hex' part of hexer disappear, it's probably going to wind up a lot weaker once the changes on defensive stat scaling come into play (though that remains to be seen).

Part of the issue here is that the -other- Curses are terrible. Here's some of the stuff that was mentioned before, if it inspires you at all.
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#14
"Lolzytripd" Wrote:If anything make fellels fumble only make you automatically miss the hexer, psiflas masochism only means you cant dodge the hexer.

this way in a group fight you could apply your damage to a different target.


wow. i was under the assumption that this was already how it worked. it seriously makes you miss everything? well alright, forget what i said before this is the horse i'm backing now. that's just SILLY.

could probably still use the anti-refresh thing though, until it runs out
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#15
I don't think that's a good idea either because fumble's problem is in a 1v1, and in low people team fights (2v2 and 3v3), you get to cut out so many actions from people when basic attacks are so important in general, I think a cooldown is a better step in the right direction, it'll still be super worth to pick up and use and it just won't be so aggravating and un-counterplayable anymore, it's like how lunar lunatism has a cooldown.
[Image: zo2BdSr.pngp]
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#16
I'm actually wondering how hexers are managing to apply two fellels fumbles in one turn like the initial post implies
You don't just place it on an enemy, you place it on yourself and either have to force the enemy to damage you Or wait for the next damage source to do it.

Also in a fight with more than one opponent a single person could bear the brunt of all the curses and either poison the hexer so they automatically gain all active curses on the hexer on a new round or purposely hit the hexer with auto hits to grab the refreshed fellels fumble.


Also 1v1 pvp doesn't matter. arena spars do not matter. at all. the game shouldn't be balanced around the arena spar 1v1 circle jerk of meta builds.
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#17
Turn order.

Hexer curses on the last round, because they're tanks and don't use CEL.
End round.
One person attacks, gets cursed.
Hexer refreshes the Fellel's Fumble and stands there like "Come @ me bruh."

Then it comes Momentum efficiency.
Each Fellel's Fumble is equal to 3M, it nullifies 4 attacks. 3 * 4 = 12 Momentum that cannot be salvaged because crits don't factor in it, you'll be missing your attacks while trying to decrease it's level.
One round and a half later...

You finally get rid of the Hex, though the Hexer have another Fellel's Fumble with your name written on it and a trollface yellow drawing instead of an arcane cursed seal.

The problem here is that they can, every 3M, use Fellel's Fumble, refreshing and keeping the curse in themselves eternally, geddit? Try fighting a Hexer with an basic-hit class like Magic Gunner or Void Assassin before making assumptions?

That, while your char is probably under Poison, Etacof Silence and Burn chipping your HP/FP down by chunks, unable to heal due to Interference, and under Fallcall due to Fear, every damn round, with zero counterplay outside 'lol let me swap to summoner and spend 1 legend ink to be vampire for SAN'.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
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#18
You could hit them with an auto hit to grab the curse so they can't just screw you when you can hit them again.
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#19
Not everything is solved by using Autohits, and you're just losing potential damage if you're using a crit build, because you know, autohits can't crit.
(No, we don't talk about Lightning shenaningans.)
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#20
I think that, at max, a two-round cooldown would be acceptable. 1v1 Fights last three or four rounds with one spent buffing, so that would leave the skill usable for 1v1, XvX, and PvE.

Hexers are supposed to be the debuff class, but they can tank, debuff, and deal respectable damage all at the same time. With one class. I would say that they should be nerfed in other places before their class identity.

Also @Lonestar, crit builds deserve drawbacks too. I say this as a Conduiz VA/Evoker.
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