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Know No Pain is almost like having 20 Defense as a passive, except it gets multiplied by how many instances of damage someone deals, making it horribly effective against things like multi-round guns.. and that's not considering the Rage mechanic.
I'd suggest either making it block a certain amount of damage per round, simply lowering the reduction per rank to 2 (and doubling the Rage it gives you, maybe), or stop it from working from behind as it's quite easy to drop multihit physical damage down to the single digits.
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There are a good amount of protection against single-hits in the game (Body of Iseip, Bodyguard, Wraithguard/Evasion (working off of the law of small numbers). Counters against multi-hits should be a thing too.
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There's a difference between critting for 3 damage with a gun because of a passive that has no counterplay (and gives 80 Rage per attack), and being a counter.
Wraithguard and Evasion are equally effective against both single and multihits, regardless of any poorly applied Wikipedia knowledge.
Yomidori and Ensui are counters against multihits, as are Detective Trenchcoat/Magnetic Shield (for guns).
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Ensui is a counter against.. certain multihits. It does not work against thousand stab and the like. We asked Dev about it before and he went "Why would it?"
This is a gun-bane skill. Guess what? Multi-hit guns were kind of bullshit strong anyways and outclassed single shots in a lot of regards. Especially if, say, it simply happened.
I'm not sure why you're not raging about the 1v1 capability of being able to turn around 100% of the time on an attack and then promptly bullet-reflecting it with Kensei. I mean. I'd feel that's pretty OP.
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Because that requires two classes, three passives, at least 50 CEL, a katana with durability, and an otherwise incredibly mediocre stance (at least compared to the other three).
Know No Pain is one passive, with the only requirement being use a 1M skill that gets its cost refunded sometime before the end of your turn.
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