06-26-2020, 08:54 PM
Cursed thread time. Yeah. It's me. I've got a wonderful idea. One rife with so much powerful cursed potency. Now, I hope you're ready for this. It's going to hit kind of hard for some of you.
But I have a suggestion for Cobra and Snake Dancer in particular that I believe should change. To start this off, I have but a simple issue with Cobra right now. I don't feel like i'm actually benefiting much from it. Especially compared to being a tanky tonky boye. I don't feel comfortable both using or relying on Snake Dancer since I feel often screwed either way. Even if I avoided damage. I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down.
Now I know what you're thinking. "But you avoided damage! Some builds who can't have enough hits to counter that and a low hit rate can easily get shut down! Spacing and positioning can also be screwed up! How is that BAD?!"
Now. This is where my suggestion comes in. Snake Dancer should function so that the dodges happen BEFORE the attack take places. I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down.
Now, what does this mean? Simple. Say I use something like... a really big AoE move. I'unno. Black Bubble is an easy example. Say Black Bubble attempts to hit me. Now that's an attack going off, yeah? Big AoE. Currently, how it functions is that the attack goes off and then you dodge it and move in any direction one tile. If you dodge into the attack, you have a chance to dodge it again or even get hit twice or even thrice since it's two individual hits. You'll more likely than not dodge the first two and dodge back into it for getting hit anyway. However, even if you dodge out of the actual range of the skill, you still get silenced as per usual.
With how i'm suggesting Snake Dancer should function, your actual active tile for the sake of the skill's overall targeting would be considered at the end point of your dodging. Meaning if I dodge successfully out of the range, I just outright avoid the attack. No silence, no damage, no anything. Since as far as the game is concerned, I wasn't actually within the range since I cobra dodged away from said spacing. This alone would make it far more better to rely on the RNG without feeling like i'm getting too screwed over for not just going tanky hours while maintaining the pros and most all the cons it still has all the same.
In any scenario where this would matter is usually one where someone either dodges in a way that keeps them in the range, changing nothing. Or changes nothing more than not being status inflicted if they did move out of the way. But if anyone can come up with some ways where this overall would serve as a nerf to Snake Dancer compared to how it actively functions, I really do want to hear it. Since I struggled to come up with many myself but i'm sure there's some iffy situations with that.
I do believe that there should also be some kind of exception rule for moves that need a tile in particular to end upon or else not even be able to be used. Primarily and most notably, Sidecut. Since what if I just dodge backwards onto the tile the sidecutter would end on? Then what???
There is also the whole "but multi-hits are the only way I can hurt a cobra user but what if they just move out of the way? Then my basic attack or multi-hit wouldn't be valid, right?!" And I do believe that multi-hit skills like Mad Chop or Multi-Round guns should be exempt from this but not basic attacks that have many on-hits stacked or something similar.
But yes. That is my cursed request. To shorten that for anyone too lazy to read.
tl;dr
Snake Dancer should make you dodge before the attacks in particular from basics and autohits actually go through and proc so that the attack happens to you as if you're on the tile you ended up dodging on rather than happening then having you dodge, causing you to still take most of the intended effect or brute force or even getting double tapped by skills at times. This will allow you to dodge attacks truly and avoid status inflictions while not being much different from how Snake Dancer functions now in terms of pros and cons.
But I have a suggestion for Cobra and Snake Dancer in particular that I believe should change. To start this off, I have but a simple issue with Cobra right now. I don't feel like i'm actually benefiting much from it. Especially compared to being a tanky tonky boye. I don't feel comfortable both using or relying on Snake Dancer since I feel often screwed either way. Even if I avoided damage. I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down.
Now I know what you're thinking. "But you avoided damage! Some builds who can't have enough hits to counter that and a low hit rate can easily get shut down! Spacing and positioning can also be screwed up! How is that BAD?!"
Now. This is where my suggestion comes in. Snake Dancer should function so that the dodges happen BEFORE the attack take places. I got this idea from when I was bug testing some stuff and decided to shoot a Max Ki Kahouda at myself and dodged entirely out of the way, yet still got knocked down.
Now, what does this mean? Simple. Say I use something like... a really big AoE move. I'unno. Black Bubble is an easy example. Say Black Bubble attempts to hit me. Now that's an attack going off, yeah? Big AoE. Currently, how it functions is that the attack goes off and then you dodge it and move in any direction one tile. If you dodge into the attack, you have a chance to dodge it again or even get hit twice or even thrice since it's two individual hits. You'll more likely than not dodge the first two and dodge back into it for getting hit anyway. However, even if you dodge out of the actual range of the skill, you still get silenced as per usual.
With how i'm suggesting Snake Dancer should function, your actual active tile for the sake of the skill's overall targeting would be considered at the end point of your dodging. Meaning if I dodge successfully out of the range, I just outright avoid the attack. No silence, no damage, no anything. Since as far as the game is concerned, I wasn't actually within the range since I cobra dodged away from said spacing. This alone would make it far more better to rely on the RNG without feeling like i'm getting too screwed over for not just going tanky hours while maintaining the pros and most all the cons it still has all the same.
In any scenario where this would matter is usually one where someone either dodges in a way that keeps them in the range, changing nothing. Or changes nothing more than not being status inflicted if they did move out of the way. But if anyone can come up with some ways where this overall would serve as a nerf to Snake Dancer compared to how it actively functions, I really do want to hear it. Since I struggled to come up with many myself but i'm sure there's some iffy situations with that.
I do believe that there should also be some kind of exception rule for moves that need a tile in particular to end upon or else not even be able to be used. Primarily and most notably, Sidecut. Since what if I just dodge backwards onto the tile the sidecutter would end on? Then what???
There is also the whole "but multi-hits are the only way I can hurt a cobra user but what if they just move out of the way? Then my basic attack or multi-hit wouldn't be valid, right?!" And I do believe that multi-hit skills like Mad Chop or Multi-Round guns should be exempt from this but not basic attacks that have many on-hits stacked or something similar.
But yes. That is my cursed request. To shorten that for anyone too lazy to read.
tl;dr
Snake Dancer should make you dodge before the attacks in particular from basics and autohits actually go through and proc so that the attack happens to you as if you're on the tile you ended up dodging on rather than happening then having you dodge, causing you to still take most of the intended effect or brute force or even getting double tapped by skills at times. This will allow you to dodge attacks truly and avoid status inflictions while not being much different from how Snake Dancer functions now in terms of pros and cons.