01-11-2023, 10:08 AM
The Die Hard trait presents a few flaws
1 : Luck
- The 5+LU/100 chance means that characters with Luck investment would often have something like a 5.7 chance to get back up, against up to even 10 for ones with Luck.
Which is a problem, given the stat is quite hard to justify to invest in in a lot of builds, unless the guy is a CE stacker, basic attacker or lightning mage. Really, I'd mostly just call it a design flaw.
In lengthy team fights where the Trait matters the most, it'll mean some people could very well have nearly twice as much of a chance to get back up than others, meaning that with a case of two last men standing,one of them can possibly find themselves overwhelmed by the other's allies getting back up while their own didn't get a funny lucky roll, which brings us to.
2 -RNG reliant
The trait will sometimes act like you got the plot armor of some random Isekai high schooler protagonist, or will forget about you forever.
Not much to say here.
3- SUMMONS.
Have you ever been able to finally knock out someone, but had their little goons of sorts bidding time just for them to get back up ? Be it hoards of Youkais, a kiting guardian spirit, a wraithguard in a corner at the other side of the map... This turns the trait into a whole other new cheese where your opponent can easily utterly overwhelm you just by themselves.
So.
Here are changes I'm suggesting.
Make Die Hard a flat chance , not reliant on Luck, that progressively raises the longer the character is down. Said chance wouldn't raise with the Badly Beaten status.
And make it so the trait cannot proc if the only allies left alive on the field are allied summons of sorts.
1 : Luck
- The 5+LU/100 chance means that characters with Luck investment would often have something like a 5.7 chance to get back up, against up to even 10 for ones with Luck.
Which is a problem, given the stat is quite hard to justify to invest in in a lot of builds, unless the guy is a CE stacker, basic attacker or lightning mage. Really, I'd mostly just call it a design flaw.
In lengthy team fights where the Trait matters the most, it'll mean some people could very well have nearly twice as much of a chance to get back up than others, meaning that with a case of two last men standing,one of them can possibly find themselves overwhelmed by the other's allies getting back up while their own didn't get a funny lucky roll, which brings us to.
2 -RNG reliant
The trait will sometimes act like you got the plot armor of some random Isekai high schooler protagonist, or will forget about you forever.
Not much to say here.
3- SUMMONS.
Have you ever been able to finally knock out someone, but had their little goons of sorts bidding time just for them to get back up ? Be it hoards of Youkais, a kiting guardian spirit, a wraithguard in a corner at the other side of the map... This turns the trait into a whole other new cheese where your opponent can easily utterly overwhelm you just by themselves.
So.
Here are changes I'm suggesting.
Make Die Hard a flat chance , not reliant on Luck, that progressively raises the longer the character is down. Said chance wouldn't raise with the Badly Beaten status.
And make it so the trait cannot proc if the only allies left alive on the field are allied summons of sorts.