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I'm sure there's a way for the "one round" to be until the ghost's turn, making it so they could immediately be killed after- and simply making it so anyone that last chance is triggered on can't take them down, but things like map effects (cinders) can. In the end, this might be a lot more trouble than it's worth, though.
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I'm certain Ghost could use this buff and still not be oppressive, the reason Ghost was so oppressive before was problem skills such as Ether Invitation and Wraithguard, now that both of those have been hit, I think this could work nowadays unlike before.
I could see Last Chance making you sort of keep 1HP until the end of the action, as on hits and multi hit autohits are absolutely some of the most common things to see nowadays, I reckon you could do this easily by just making Last Chance trigger after all instances of damage instead of during.
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My thoughts are the same as Spoops'. I don't like the idea of another total negation skill (cough Boxer) in the game.
I would, however, like if Last Chance gave the middlefinger to all damage instances of a single attack, IE: Surviving the katana strike as well as the elemental proc afterwards. Too many times is Last Chance obsolete. And considering that you now essentially have to choose between EI and Last Chance, I don't think that's too much.
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Its fair, since its kind of stupidly cheap for a ghost to die to a rider effect on a weapon or skill.
its not hard to get a multidamage instance attack now days, several classes provide it, many weapons do too.
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Chaos, explain a viable class combo besides bonder that has a skill for healing that can be paired with ghost? (Oh but potions) anyone can use one in a fight and most have them, try again...
I'm for this. And at this point don't quite care if it sounds overpowered, just try out the change first BEFORE saying that.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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malmelo heals you for a pretty large percentage doesnt it
silvermist is pretty good on its first use
maybe meditation
add BoI/Cobra shenanigans and you're in for downright suffering
giving them an immunity until they get to play would be unnecesairly overpowered, yes
im all in for preventing something as silly as a little tink from something like swordmasters ring nulling last chance, but nothing more beyond that
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"Sarinpa1" Wrote:im all in for preventing something as silly as a little tink from something like swordmasters ring nulling last chance, but nothing more beyond that
Pretty much this, as long as it does something like trigger last chance after all the attacks of a single action have gone through, there'd be counterplay around it, like the need to double tap a ghost user instead of just using something as simple as rapid kick or on-hit effects.
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okay what if last chance triggers at the end of round or on your next turn, whichever first?
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what if you read what was posted again or elaborated how does that suggestion differ from those before in terms of dealing with immense recovery once they get a turn
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Ghost: 200/500 HP
7M Attacker: Critical Hit! Balanced Blade hits the enemy for 200 slash physical damage. Balanced Blade hits the enemy for 10 pierce magic damage. Balanced Blade hits the enemy for 50 lightning magic damage.
*Last Chance*
Ghost: 1/500 HP
4M Attacker: Critical Hit! Balanced Blade hits the enemy for 200 slash magic damage.
Ghost: 0/500 HP
How do you recover HP on the enemy's turn? I'd retreat here if double-turning was possible. But it's not. You can't steal the enemy's turn anymore if somehow your CEL surpasses theirs.
And I'm against making it a on-round-end for two reasons. First, we already have Die Hard, second, cinders will kill them, regardless. Cinders, Poison, Lingering Damage, Burn, Curses, Lantern Bearer's Raging Flame.
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