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Dark Calling
#1
THE ISSUE

I am not saying to remove Dark Calling. We need it for obvious reasons. But as it stands now, it completely dicks certain charatcers over. Unless your character is supposed to excel in close range, you're in trouble. If you're a kiter, for example, your entire gimmick and strategy is completely useless. They'll just teleport to you as if it was nothing (they WILL Dark Calling every turn after they use it once) and smack you upside the head for having the gall to play smart.

THE SUGGESTION

Instead of the trigger being "if they don't attack for two rounds," change it to "If they don't MOVE for two rounds." They WILL -ALWAYS- try to move if they CAN reach you and you're not hidden. This would let kiters or longer range characters (Liches in general, MGs, etc) not get completely and utterly screwed by the sheer inescapability.
*loud burp*
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#2
Mg's are fine....hellfire rounds+blaze shell+overcharge
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#3
I think this change to Dark Calling is good. It would make the skill more of a bug failsafe than a "Don't even waste your momentum trying to get away".
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