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Buff to Llunel's Decay
#11
"[url=http://neus-projects.net/viewtopic.php?p=6413#p6413 Wrote:Kameron8 » Thu Apr 09, 2015 6:59 pm[/url]"]
"[url=http://www.neus-projects.net/viewtopic.php?p=6411#p6411 Wrote:Ryu-Kazuki » Thu Apr 09, 2015 11:52 pm[/url]"]
I use it quite commonly, actually, because the darkness damage applied with it is pretty nasty. It's fine as it is and doesn't really need an sort of buff, especially one that turns healing into damage when things like Phoenix or someone not paying attention can really fuck you over.


You might be thinking of the wrong hex, I don't believe Llunel's does any damage on its own.

My mistake, I was thinking about Strangling Etacof. Although I still do use Llunel's all the time for the effect it currently has (as Etacof and Llunel are the only two hexes I have). Perhaps the only buff I can personally see, is making the effect of the regeneration be 2x reversed (regen can get pretty high if you stack it right).
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#12
Even if it did double regen damage, it wouldn't be good. Some people might use it for style or because they like the spell, but it would still be almost always a suboptimal decision to equip (let alone cast).
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#13
The hex will get better when there are reliable ways to cure interference.
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#14
"[url=http://neus-projects.net/viewtopic.php?p=6417#p6417 Wrote:MegaBlues » Fri Apr 10, 2015 2:20 am[/url]"]The hex will get better when there are reliable ways to cure interference.
This. I think it would be a good idea to add an item or skill (Priest anyone?) capable of curing interference, which would be an indirect buff to Llunel's Decay by making the incurable factor more relevant.
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#15
"[url=http://www.neus-projects.net/viewtopic.php?p=6418#p6418 Wrote:Zakizo » Fri Apr 10, 2015 3:03 am[/url]"]
"[url=http://neus-projects.net/viewtopic.php?p=6417#p6417 Wrote:MegaBlues » Fri Apr 10, 2015 2:20 am[/url]"]The hex will get better when there are reliable ways to cure interference.
This. I think it would be a good idea to add an item or skill (Priest anyone?) capable of curing interference, which would be an indirect buff to Llunel's Decay by making the incurable factor more relevant.

Seems reasonable to me. This may be misinformed, but I don't believe Llunel's reverses FP regen. Maybe adding that, along with better ways to cure interference, would be enough to make it worth picking up.
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#16
Llunel does not seem to reverse FP regen and only reverses HP regen. The only actual use it has is againts people that very specificaly stack passive regen (Which is a very small amount of people, because there are better options.) and the highest I've seen is around 26. If that is to be combined with Lunar Lunatism, then sure, it's pretty useful. But given Lunar Lunatism is not used almost at all and as I said the regen stacking isn't common, it really doesn't have much of a use.

Intereference cure is something I'd not want to see on a Priest, due to the fact that you can't do anything againts a priest aside from trying for Interference, of course, apart from tanking the damage. As someone that uses priest mostly for the healing and silence removal and the underestimated light damage, I can see that it's pretty good.

Perhaps on a VA?

Either way, again, if your party members are idiots and heal you without following the battle or checking your status effects, there should be punishment, in my opinion.
Perhaps half damage of what the heal would do, if full damage seems too strong for you people?
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#17
It's also possible to take the hex a different route entirely, a lot like the fear hex. Instead of interacting with the status effect, the fear hex just increases damage taken by a flat 10%. Llunel's could also do something like this, perhaps increasing the costs of spells/techniques (like void pollution) or touching momentum somehow. I'm not suggesting these ideas in specifc; rather I'm suggesting it's always possible to look at effects not at all related to the Interference status effect.
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#18
Llunel's decay is already ridiculously mean if you can afflict Interference some other way besides Hexer. Namely because it reapplies that status with all of its timer effects. Sooo a 12 round Interference shell gets reset. It's mean.

I'd rather it not also take over cost/momentum usage. Maybe making it so you can't attack your target and connect more than once per turn? Sure, I guess.
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#19
"[url=http://www.neus-projects.net/viewtopic.php?p=6450#p6450 Wrote:Rendar » Sat Apr 11, 2015 2:43 am[/url]"]Llunel's decay is already ridiculously mean if you can afflict Interference some other way besides Hexer. Namely because it reapplies that status with all of its timer effects. Sooo a 12 round Interference shell gets reset. It's mean.

I'd rather it not also take over cost/momentum usage. Maybe making it so you can't attack your target and connect more than once per turn? Sure, I guess.

Huh, I had no idea that the interference from gunners lasted that long. Do you really think that it's still worth it to reapply the status with Llunel's, than to just overcharge shoot them again after 12 rounds? (They'll probably be dead after 12 rounds.)
As far as making someone unable to hit you twice, Hexers already have great tools for that: Felial's fumble and spirit pain.
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