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One more time! [Ghost's Last Chance]
#1
Yep, I did make this thread before. But back then it was when Ghost was completely overpowered, since it was the only class capable of pulling double turns at low HP, Wraithguard was a permanent 30% damage reduction and Ether Invitation could just be lol-spammed once you hit 50% of your HP. None of that exists anymore, thanks to those (well deserved?) nerfs.

Now now, back to it. With the idea of shifting Ghost a bit. They're lore-wise 'death defying', right? So!

Can Last Chance grant its 'immortality' until the end of an attack instance? So if you receive a fatal hit by someone marked with Claret Call, your HP can't drop below 1 until all of the said attack instance is completed?

This being similar to Kid Gloves from Boxer, where any further fatal damage can't bring an enemy down to unconsciousness until you feel like toggling it off.
And this mostly to combat weapons that hit multiple times in one hit, like let's say, a Raijin enchanted with Redgull and holding a Swordsman's Ring (This can damage the enemy over three times and can easily bypass the current Last Chance). Or multi-shot guns which have, on top of it, shell damage.
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#2
I think ghost could use a buff like this considering how easy it is to bypass the current last chance with chip or tickle damage on purpose.

+1
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#3
Seems fine to me, to be honest. Another choice is making it so Last Chance gives you a one-round immunity against that person, but I'm not sure how overpowered that would be. Just a thought.

+1
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#4
Personally, I'd like some other, more unused skills to get some love first. Things like red rain, death gaze, painproof. While this would be an appreciated buff, I really think Ghost as a whole just needs another once over.
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#5
I do have ideas for Painproof, Death Gaze (and maybe an icon animation for it) and Red Rain. But I wanna start first with the 'shounen' part of Ghost, which is taking a deadly blow and actually surviving. Like a death-defying duelist should.

And of course, see people's opinions about it.
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#6
I am certainly against the "1 round immunity". Thats just silly. It would mean I could slap someone in the face who has 2 HP left with a CM Overload and still can´t beat them this turn? Yeah no. I think it´s fine mostly and those multiattack instances usually have the downsides of being...Well multipile attacks. Multishot guns get pretty much completly negated by matador for the most part or have other hardcounters, Swords like Raijin do elemental damage which can be resisted, etc.

I aswell would rather see the underused skills get some love instead of Last Chance being even stronger as it is. It´s already pretty good, multiattacks/chip damage are just a counter to it. I don´t see why thats a problem. It still heavily fucks with people who go for single massive attacks.


Also wasn´t Last chance also triggering for every person in range who was marked by you? If not, that could be a welcome change. so you fight 3 people and all are marked with clarent call thats 3 saves.
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#7
I don't think the sword one is a solid argument, especially when all it takes is a single accessory to completely negate any use of Last Chance. (Swordmaster's Ring, something 'anybody' can get for free. And it does 'pierce' damage. Even if the damage can be resisted, all it takes is 1 damage for Last Chance to end in death.)

If people are having problems at the moment with Last Chance then it's because they can't just use another skill to finish the Ghost off, and really, using multi-damaging stuff is just... lazy. You'll kill the ghost, and you'll still have 3M left to do whatever you want. Ghosts are supposed to be hard to be defeated when near death, for Dev's sake. Why do people insist on removing or weakening the key factors behind the class's theme? I have no idea.

And, as I've said before. I do have more ideas for the other skills, but this is just the starting one. So 'stay tuned' or whatever. And yes, I'll keep repeating this line until people notice this is a thread about Last Chance.
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#8
Maybe because they are still stupidly strong with one of the strongest burst damage attacks that doesn´t even need any stats aslong as you can hit and have some HP and there is no reason why they should sustain all damage what so ever just for the "Theme" when the theme is still there. They are harder to put down then others, they get stronger the lower their HP gets. Swordmaster Ring needs 2 solts, technically, since you must have a sword.
But thats beside the point.

It´s like saying BoI should get a damage thereshold for reducing it´s level so multi hits don´t ruin it. But thats the whole point behind it.

Fights are often decided by this one attack they sustain, they really don´t need a free card for everything for one turn. It still combineable with other things like Cobra/BoI Blade barrier or what have you.
Again, I rather see the other skills, mostly painproof cause that skill is really bad at the moment, get something for their theme. Maybe even something you say here,aslong painproof is active?
That would be okay.
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#9
I'm indifferent as to whether Last Chance should be given the effect described in OP. For reasons already pointed out, the skill itself is fine where it is, being countered by certain classes, but Ghost could use something to pick it back up.

However, on the subject of 1 round immunity.

Absolutely fucking not.

How quickly will another Balance Fu be made about 'being stuck staring at a 1 HP Ghost with Ether Invitation hot and fresh while being stuck with (roughly) 4M that can't be used against their untouchable insta-godmod' be made? Pretty quickly. Guarantee it.

It would be really ridiculous from an IC perspective as well. If Last Chance processes on an enemy's last attack of the round, it makes sense that the Ghost rises up from near-death to deliver a vengeful retaliation. If the enemy still has momentum, the Ghost shouldn't be able to literally tank anything that could be thrown to 'put them down.' It wouldn't make too much sense to see the person who literally just blasted the Ghost to near-death and still having the potential to end them suddenly decide to 'make distance' or 'bolster defenses' to avoid the inevitable EI. Just, no.


So, that aside... I can understand the 'multi-hit' complaint. Simply delaying Last Chance's processing until the attack that kills the Ghost is finished in its entirety sounds perfectly reasonable to me.
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#10
"Snake" Wrote:Can Last Chance grant its 'immortality' until the end of an attack instance? So if you receive a fatal hit by someone marked with Claret Call, your HP can't drop below 1 until all of the said attack instance is completed?
Which will be followed up by the Ghost healing themself to the other side of the world, no doubt giving them enough time to re-apply Claret Call. Pseudo-immortality, in other words.

But Chaos, just make the status shut down healing--
It becomes a moot point if the Ghost can heal before the opposition gets to act on the next round. I highly doubt that a build abusing this will let Burn/Poison stick, either. There aren't many options to stop this absurd rebound strategy, and that's not even touching the other potential abuses to a one-round immortality.


I have to disagree with buffing Last Chance like this.
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[12:53:15 AM] Chaos: don't hit dyst
[12:53:18 AM] Chaos: that's cruelty to animals
[12:53:20 AM] Chaos: you have to shoot it
[12:53:20 AM] Dystopia: ye
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