10-30-2023, 07:48 PM
I've already made many threads complaining about some aspects of the game that are glaringly frustrating in team-fighting scenarios, mainly such as healing, reviving, etc, that I believe a fair share of those who've read them agreed with. Though an issue that's been brought up time and time again would be those solutions effectively lessening the (already terrifyingly strong) role of an healer/support character.
I however will briefly restate the issue I have here : The omnipresence of Curate, and as a result not only healing, but mainly Reviving spells drags out fights far more than they should, but also can cheat them out completely as a result of completely undoing spent Momentum from the enemy team.
It's pretty easy to do something as simple as a Mass --> Second Chance ---> Graft, or some variance of it with Phoenix, which effectively resets thing back to square 0 if not immediately prevented, leaving not only very little room of error for the opposite side, but an extremely generous margin for the healed side, not to mention counterplays to healing's intended counterplay (Interf) under the form of Lantern Bearer or a Performer's Cantus.
Certain Defeat, on the other hand, by preventing an enemy from being revived for a generous amount of turns, mostly punishes people who were overreliant on their healer's capabilities that just recklessly threw themselves into the fray only to be back with most of their HP a few turns later and instead encourages them to, you know, try to remain alive and careful.
Though it's extremely limited- only to two Skills, as far as I am actually aware.
Checkmate, which while a very good skill in itself, remains BK-exclusive and as such is...obviously not-so widely spread, despite the overall popularity and efficiency of the class.
And the lesser known but still present Magical Nova's potential, which not only costs 9 Momentum, but is restricted to a rather incompatible and expensive stat spread to make full use out of it. (See - GUI, WIL, FAI, LUCK if you choose to still crit with your gun)
So ! What I'm advocating for is a rise in Certain Defeat- specifically for classes that already struggle in teamfights and with general utility , since the status alone'd bring them much needed utility and use in those.
Kensei - It's a STR critter class. It's somewhat decent in 1V1s, but loses relevancy the more enemies are involved.
Hidden Cut would now apply Certain Defeat. Ta-ta.
Monk : It's...Monk. Almost exclusively carried by free stats, BOI and Serpent Strikes, despite it's advertised mix between offensive and defensive utility (fuck Aid I hate Aid) just feels clunky overall, on-top of it's awkward to manage class resource.
30 Ki Kadouha - Also applies Certain Defeat. It makes sense in it's concept of being a huge finishing attack that consumes your resources. As it stands, it's kind of a glorified invoke that on-top of the Momentum cost required to make it useful, drains your Ki entirely.
VA : While the class definitely excels in 1V1s, it's general playstyle makes it really easy and encouraging to take down in teamfights, exclusively due to how much of a threat they are.
Eliminate : It's a pretty rarely seen skill, and for good reason, and once again, it'd perfectly fit the ill in it's role of being a finisher move.
Execute : The skill needs pretty specific conditions to pull off, and just...kinda sucks now, with it's post-D1 nerf. Due to the way it works, you realistically couldn't pull it off solely with Soldier, unless you Charge---> Bash and get the 1/2 KD before using the skill.
There are probably more skills that could justifiably benefit from the status but like I cant think of em
I however will briefly restate the issue I have here : The omnipresence of Curate, and as a result not only healing, but mainly Reviving spells drags out fights far more than they should, but also can cheat them out completely as a result of completely undoing spent Momentum from the enemy team.
It's pretty easy to do something as simple as a Mass --> Second Chance ---> Graft, or some variance of it with Phoenix, which effectively resets thing back to square 0 if not immediately prevented, leaving not only very little room of error for the opposite side, but an extremely generous margin for the healed side, not to mention counterplays to healing's intended counterplay (Interf) under the form of Lantern Bearer or a Performer's Cantus.
Certain Defeat, on the other hand, by preventing an enemy from being revived for a generous amount of turns, mostly punishes people who were overreliant on their healer's capabilities that just recklessly threw themselves into the fray only to be back with most of their HP a few turns later and instead encourages them to, you know, try to remain alive and careful.
Though it's extremely limited- only to two Skills, as far as I am actually aware.
Checkmate, which while a very good skill in itself, remains BK-exclusive and as such is...obviously not-so widely spread, despite the overall popularity and efficiency of the class.
And the lesser known but still present Magical Nova's potential, which not only costs 9 Momentum, but is restricted to a rather incompatible and expensive stat spread to make full use out of it. (See - GUI, WIL, FAI, LUCK if you choose to still crit with your gun)
So ! What I'm advocating for is a rise in Certain Defeat- specifically for classes that already struggle in teamfights and with general utility , since the status alone'd bring them much needed utility and use in those.
Kensei - It's a STR critter class. It's somewhat decent in 1V1s, but loses relevancy the more enemies are involved.
Hidden Cut would now apply Certain Defeat. Ta-ta.
Monk : It's...Monk. Almost exclusively carried by free stats, BOI and Serpent Strikes, despite it's advertised mix between offensive and defensive utility (fuck Aid I hate Aid) just feels clunky overall, on-top of it's awkward to manage class resource.
30 Ki Kadouha - Also applies Certain Defeat. It makes sense in it's concept of being a huge finishing attack that consumes your resources. As it stands, it's kind of a glorified invoke that on-top of the Momentum cost required to make it useful, drains your Ki entirely.
VA : While the class definitely excels in 1V1s, it's general playstyle makes it really easy and encouraging to take down in teamfights, exclusively due to how much of a threat they are.
Eliminate : It's a pretty rarely seen skill, and for good reason, and once again, it'd perfectly fit the ill in it's role of being a finisher move.
Execute : The skill needs pretty specific conditions to pull off, and just...kinda sucks now, with it's post-D1 nerf. Due to the way it works, you realistically couldn't pull it off solely with Soldier, unless you Charge---> Bash and get the 1/2 KD before using the skill.
There are probably more skills that could justifiably benefit from the status but like I cant think of em
066: Birth of the Robot Emperor