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Snake Dancer
#1
So this has been a long time coming but Snake Dancer is just too good.

One of the big issues I have with it is it's totally passive. So while you've got your two dodges every round, you're basically free to do whatever else you'd like.

Another issue is if you don't have any multi-hit attacks, you're in for an uphill battle. You are stuck moving around the enemy every round, basically halving how effective you can be which is only made more difficult thanks to Knockdown.

Assuming you get knocked down every 2 Rounds and have no multi-hits, you can only get in 1 Attack every 4 Actions.

And yet another issue I have is that Snake Dancer is more effective overall and has less drawbacks than Body of Isesip, a comparable skill.

Body of Isesip is an active that costs 22-30FP, 3M and 10 Ki to set up three damage blocks. The three blocks not only degrade over time but also cut your evade in half.

Snake Dancer is a passive which only has two requirements, you to be in Cobra Stance (which costs absolutely nothing at max with Gradient Blur) and looking at the enemy (which is basically all the time unless they move).



So here's some ideas for how to make it less unfair:

1) Make certain status effects disable it. (e.g. Knockdown, Immobilize and Blind.)

Knockdown is already the equaliser for Guard and Evasion. It stands to reason that if you are knocked down, you can't dodge as well.

Immobilize doesn't do a whole lot right now, nor is it that common. But I think it also makes sense for it to stop Snake Dancer considering how it moves you out of the way.

Having sight on the opponent seems to be important for Snake Dancer, being Blinded would naturally make this impossible.


2) Restrict the number of dodges based on your Armor. (e.g. 2 if Unarmored, 1 if Light, 0 if Heavy.)

Should an armored dude be able to dance like a snake? Probably not.


3) Lower how often Snake Dancer recoups.

Instead of getting 2 dodges back each round, perhaps you only get one per round. Or maybe even one every 2 Rounds. Perhaps you don't get any unless you're in Cobra? I think it's worth considering.
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#2
Knockdown should definitely disable it, and I wouldn't mind it being based on armor type, too.
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#3
In addition to what's been posted above, it would go a long way to make Snake Dancer not work with Area spells like Sear, Air Pressure, Crystal Rose, Nitrogen drop, etc, and not jump you randomly to a side. It's currently impossible to use a melee multihit attack to consume the charges and follow up with an attack unless you get the the 25% luck needed for them to dodge back into melee range.

This means without a ranged attack,
"[url=http://neus-projects.net/viewtopic.php?p=10415#p10415 Wrote:Slydria » Sun Nov 22, 2015 4:59 am[/url]"]You are stuck moving around the enemy every round, basically halving how effective you can be.

It's unbalanced, entirely awful to play against, and requires no active usage or stats to maximize its potential. You flick on Cobra, and essentially gain a free 50% shield forever.
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#4
I like these ideas. Might be a good idea for Ghosthand to ignore it too. It already ignores Riposte, which is actually significantly less broken since it isn't guaranteed to proc like Cobra.
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