Thread Rating:
  • 2 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Roc's Fall
#1
Can Roc's Rise grant knockdown immunity for a round or two after it triggers? Currently you can get knocked down multiple times in a row and get your feathers absolutely deleted before you can move, made worse if you proc riposte.  


Picture this:

I just ended my turn with a refreshed 30 feathers after a finished Boon of Apus rotation. With the exception of my Feather Veil about to run out next turn, I'm thriving, my skin is clear, my crops are watered and I'm airborne, ready to recast Feather Veil and then strike next turn. 

A demon hunter comes up next to me with their shotgun. They shoot me in the face, knocking me down. My riposte procs and I crit, giving me back 2 momentum, which gives me a turn and trigger's Roc's Rise. It instantly deletes 12 feathers, while I can do absolutely nothing with my 2 momentum. I end my turn. They proceed to use Chaser on me, sending me sprawling again. My turn comes around, proccing Roc's Rise and eating another 12 feathers. 

I have 6 feathers left (actually less because I got feathers used up when I got displaced by Chaser). My Feather Veil has just expired and I have nothing left to cast it without either waiting or engaging in a 10 momentum skill rotation to refresh Boon of Apus. I'm decrepit and featherless, my skin is riddled with wounds, and the only thing watering my crops are my tears. 


This is an actual scenario that has happened to me before. 24 feathers deleted in one turn because I could keep getting knocked down over and over is INSANE. Even outside of Riposte situations proccing the double activation, the fact that you can get 12 feathers deleted by getting KDed turn after turn and just have your class resource depleted quickly is both unfun and sometimes even actively detrimental as a class mechanic (to the point where I frequently consider not equipping it at all) especially when you compare it to something like Martial Artist's Kip-Up getting you back up at no cost. 

I think Roc's Rise should either cost less (2 or 3 feathers per momentum recovered instead of 4) and give knockdown immunity until the end of your next round or stay the same cost and have two rounds of immunity. 
[-] The following 5 users Like Latto's post:
  • Collector, Fern, Poruku, Ray2064, zericosmic
Reply
#2
Yeah, it deserves at least "Immunity to Knockdown until your next round" clause tied to it.

But as I've said in other posts, this deal should be tied to all skills that cure a status.
[Image: ht_pudding_the_fox_04_mt_140821_16x9_384.jpg]
Reply
#3
Bumping this since it's still a thing even after half a year... Please.. Spare some feathers...
Reply
#4
So, I think if this skill doesn't grant KD immunity thats a bug, given that Kip Up does the same thing but does grant KD immunity, but I have some further thoughts on the matter as well.

The skill is tenuous at best to take given that most firebirds consider it a trap skill unless they can proc Boon of Apus easily, it could use a buff since it serves as a little too much counterplay to firebird, this skill is supposed to serve as a large portion of Firebird's agency in melee range given it is a melee ranged class, and currently it can be exploited against them rather heavily and I'm not just talking about spamming KD on a non-KD immune target, it bleeds feathers even if you don't take that into consideration.

I think lowering the feather cost is a good idea to increase Firebird's protection in melee ranges. Compare the power of the skill to Kip Up and you'll see some stark differences, I don't think it needs to be on the exact same level because I dislike using that as an argument to homogenize skills, but Roc's Rise IS a main class only skill in a promoted class, where as Kip Up is neither of these, the power gap could serve to be lessened.

EDIT:

I went to go check, Roc's Rise is applying KD immunity correctly, but this doesn't change my thoughts about the skill's usages
[Image: IgovgxK.png]
[Image: zo2BdSr.pngp]
Reply
#5
It definitely needs kd immunity at the least. 12 feathers is steep but worthwhile for that effect. Having it proc againt next turn is what makes it into a griefing skill to take
Reply
#6
The number of times I've had to say "Roc's Rise griefs you" is painful. KD is far more prevalent than it was, and even on good apus management, you still get your pockets ran and leave your feathers on the floor like spaghetti.
[-] The following 1 user Likes Collector's post:
  • zericosmic
Reply
#7
(04-24-2025, 04:10 PM)Collector Wrote: The number of times I've had to say "Roc's Rise griefs you" is painful. KD is far more prevalent than it was, and even on good apus management, you still get your pockets ran and leave your feathers on the floor like spaghetti.

The problem is, if you left your feathers on the floor it'd actually be a lot more useable.
[Image: zo2BdSr.pngp]
[-] The following 2 users Like Autumn's post:
  • Collector, Poruku
Reply
#8
Okay I did some more testing on live. Roc's Rise now DOES give immunity for 2 turns but the issue is if you land a riposte, critically hit, and gain momentum back to get another (1 or 2m also known as a mostly useless) action, it counts it as one duration tick and forces you to proc Rise. Then when the round ends and a new round starts, it counts as another tick causing it to immediately disappear on round start. So what effectively happens is that you can't get knocked down multiple times in one round anymore but instead you can still get KDed every single round if you counterattack and crit (hence why I didn't realize I had KD immunity initially this time around because I've been testing in 1 v 1s) which still seems like a huge design flaw.

Either way, it still eats way too many feathers for what it does and you can end up losing 12 feathers every single round.

TLDR: Still no feathers, somebody please send help
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)
Sigrogana Legend 2 Discord